Coverage Report

Created: 2023-12-13 01:14

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.1 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
436
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
437
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
438
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
439
                           - old: BeginChild("Name", size, true)
440
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
441
                           - old: BeginChild("Name", size, false)
442
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
443
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
444
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
445
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
446
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
447
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
448
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
449
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
450
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
451
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
452
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
453
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
454
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
455
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
456
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
457
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
458
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
459
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
460
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
461
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
462
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
463
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
464
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
465
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
466
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
467
                           - ListBoxFooter()  -> use EndListBox()
468
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
469
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
470
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
471
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
472
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
473
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
474
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
475
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
476
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
477
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
478
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
479
                         it has been frequently requested by people to use our own. We had an opt-in define which was
480
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
481
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
482
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
483
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
484
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
485
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
486
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
487
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
488
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
489
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
490
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
491
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
492
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
493
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
494
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
495
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
496
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
497
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
498
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
499
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
500
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
501
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
502
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
503
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
504
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
505
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
506
                         - previously this would make the window content size ~200x200:
507
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
508
                         - instead, please submit an item:
509
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
510
                         - alternative:
511
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
512
                         - content size is now only extended when submitting an item!
513
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
514
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
515
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
516
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
517
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
518
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
519
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
520
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
521
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
522
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
523
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
524
                        - Official backends from 1.87+                  -> no issue.
525
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
526
                        - Custom backends not writing to io.NavInputs[] -> no issue.
527
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
528
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
529
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
530
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
531
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
532
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
533
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
534
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
535
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
536
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
537
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
538
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
539
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
540
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
541
                       read https://github.com/ocornut/imgui/issues/4921 for details.
542
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
543
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
544
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
545
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
546
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
547
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
548
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
549
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
550
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
551
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
552
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
553
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
554
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
555
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
556
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
557
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
558
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
559
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
560
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
561
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
562
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
563
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
564
                        - if you are using official backends from the source tree: you have nothing to do.
565
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
566
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
567
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
568
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
569
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
570
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
571
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
572
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
573
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
574
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
575
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
576
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
577
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
578
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
579
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
580
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
581
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
582
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
583
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
584
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
585
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
586
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
587
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
588
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
589
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
590
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
591
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
592
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
593
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
594
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
595
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
596
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
597
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
598
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
599
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
600
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
601
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
602
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
603
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
604
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
605
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
606
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
607
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
608
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
609
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
610
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
611
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
612
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
613
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
614
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
615
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
616
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
617
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
618
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
619
                       - if you omitted the 'power' parameter (likely!), you are not affected.
620
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
621
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
622
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
623
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
624
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
625
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
626
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
627
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
628
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
629
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
630
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
631
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
632
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
633
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
634
                       - ShowTestWindow()                    -> use ShowDemoWindow()
635
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
636
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
637
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
638
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
639
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
640
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
641
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
642
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
643
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
644
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
645
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
646
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
647
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
648
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
649
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
650
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
651
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
652
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
653
                       - ImFont::Glyph                       -> use ImFontGlyph
654
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
655
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
656
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
657
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
658
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
659
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
660
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
661
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
662
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
663
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
664
                       Please reach out if you are affected.
665
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
666
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
667
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
668
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
669
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
670
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
671
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
672
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
673
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
674
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
675
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
676
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
677
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
678
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
679
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
680
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
681
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
682
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
683
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
684
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
685
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
686
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
687
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
688
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
689
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
690
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
691
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
692
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
693
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
694
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
695
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
696
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
697
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
698
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
699
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
700
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
701
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
702
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
703
                       consistent with other functions. Kept redirection functions (will obsolete).
704
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
705
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
706
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
707
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
708
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
709
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
710
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
711
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
712
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
713
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
714
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
715
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
716
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
717
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
718
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
719
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
720
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
721
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
722
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
723
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
724
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
725
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
726
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
727
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
728
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
729
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
730
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
731
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
732
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
733
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
734
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
735
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
736
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
737
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
738
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
739
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
740
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
741
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
742
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
743
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
744
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
745
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
746
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
747
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
748
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
749
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
750
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
751
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
752
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
753
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
754
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
755
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
756
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
757
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
758
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
759
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
760
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
761
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
762
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
763
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
764
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
765
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
766
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
767
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
768
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
769
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
770
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
771
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
772
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
773
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
774
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
775
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
776
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
777
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
778
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
779
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
780
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
781
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
782
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
783
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
784
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
785
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
786
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
787
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
788
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
789
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
790
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
791
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
792
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
793
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
794
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
795
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
796
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
797
                     - the signature of the io.RenderDrawListsFn handler has changed!
798
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
799
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
800
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
801
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
802
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
803
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
804
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
805
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
806
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
807
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
808
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
809
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
810
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
811
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
812
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
813
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
814
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
815
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
816
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
817
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
818
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
819
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
820
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
821
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
822
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
823
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
824
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
825
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
826
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
827
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
828
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
829
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
830
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
831
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
832
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
833
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
834
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
835
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
836
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
837
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
838
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
839
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
840
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
841
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
842
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
843
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
844
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
845
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
846
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
847
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
848
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
849
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
850
851
852
 FREQUENTLY ASKED QUESTIONS (FAQ)
853
 ================================
854
855
 Read all answers online:
856
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
857
 Read all answers locally (with a text editor or ideally a Markdown viewer):
858
   docs/FAQ.md
859
 Some answers are copied down here to facilitate searching in code.
860
861
 Q&A: Basics
862
 ===========
863
864
 Q: Where is the documentation?
865
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
866
    - Run the examples/ applications and explore them.
867
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
868
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
869
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
870
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
871
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
872
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
873
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
874
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
875
    - Your programming IDE is your friend, find the type or function declaration to find comments
876
      associated with it.
877
878
 Q: What is this library called?
879
 Q: Which version should I get?
880
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
881
 >> See https://www.dearimgui.com/faq for details.
882
883
 Q&A: Integration
884
 ================
885
886
 Q: How to get started?
887
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
888
889
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
890
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
891
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
892
893
 Q. How can I enable keyboard or gamepad controls?
894
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
895
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
896
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
897
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
898
 >> See https://www.dearimgui.com/faq
899
900
 Q&A: Usage
901
 ----------
902
903
 Q: About the ID Stack system..
904
   - Why is my widget not reacting when I click on it?
905
   - How can I have widgets with an empty label?
906
   - How can I have multiple widgets with the same label?
907
   - How can I have multiple windows with the same label?
908
 Q: How can I display an image? What is ImTextureID, how does it work?
909
 Q: How can I use my own math types instead of ImVec2?
910
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
911
 Q: How can I display custom shapes? (using low-level ImDrawList API)
912
 >> See https://www.dearimgui.com/faq
913
914
 Q&A: Fonts, Text
915
 ================
916
917
 Q: How should I handle DPI in my application?
918
 Q: How can I load a different font than the default?
919
 Q: How can I easily use icons in my application?
920
 Q: How can I load multiple fonts?
921
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
922
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
923
924
 Q&A: Concerns
925
 =============
926
927
 Q: Who uses Dear ImGui?
928
 Q: Can you create elaborate/serious tools with Dear ImGui?
929
 Q: Can you reskin the look of Dear ImGui?
930
 Q: Why using C++ (as opposed to C)?
931
 >> See https://www.dearimgui.com/faq
932
933
 Q&A: Community
934
 ==============
935
936
 Q: How can I help?
937
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
938
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
939
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
940
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
941
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
942
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
943
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
944
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
945
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
946
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
947
948
*/
949
950
//-------------------------------------------------------------------------
951
// [SECTION] INCLUDES
952
//-------------------------------------------------------------------------
953
954
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
955
#define _CRT_SECURE_NO_WARNINGS
956
#endif
957
958
#ifndef IMGUI_DEFINE_MATH_OPERATORS
959
#define IMGUI_DEFINE_MATH_OPERATORS
960
#endif
961
962
#include "imgui.h"
963
#ifndef IMGUI_DISABLE
964
#include "imgui_internal.h"
965
966
// System includes
967
#include <stdio.h>      // vsnprintf, sscanf, printf
968
#include <stdint.h>     // intptr_t
969
970
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
971
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
972
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
973
#endif
974
975
// [Windows] OS specific includes (optional)
976
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
977
#define IMGUI_DISABLE_WIN32_FUNCTIONS
978
#endif
979
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
980
#ifndef WIN32_LEAN_AND_MEAN
981
#define WIN32_LEAN_AND_MEAN
982
#endif
983
#ifndef NOMINMAX
984
#define NOMINMAX
985
#endif
986
#ifndef __MINGW32__
987
#include <Windows.h>        // _wfopen, OpenClipboard
988
#else
989
#include <windows.h>
990
#endif
991
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
992
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
993
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
994
#endif
995
#endif
996
997
// [Apple] OS specific includes
998
#if defined(__APPLE__)
999
#include <TargetConditionals.h>
1000
#endif
1001
1002
// Visual Studio warnings
1003
#ifdef _MSC_VER
1004
#pragma warning (disable: 4127)             // condition expression is constant
1005
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1006
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1007
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1008
#endif
1009
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1010
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1011
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1012
#endif
1013
1014
// Clang/GCC warnings with -Weverything
1015
#if defined(__clang__)
1016
#if __has_warning("-Wunknown-warning-option")
1017
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1018
#endif
1019
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1020
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1021
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1022
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1023
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1024
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1025
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1026
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1027
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1028
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1029
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1030
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1031
#elif defined(__GNUC__)
1032
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1033
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1034
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1035
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1036
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1037
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1038
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1039
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1040
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1041
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1042
#endif
1043
1044
// Debug options
1045
116k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1046
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1047
1048
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1049
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1050
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1051
1052
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1053
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1054
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1055
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1056
1057
// Tooltip offset
1058
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1059
1060
// Docking
1061
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1062
1063
//-------------------------------------------------------------------------
1064
// [SECTION] FORWARD DECLARATIONS
1065
//-------------------------------------------------------------------------
1066
1067
static void             SetCurrentWindow(ImGuiWindow* window);
1068
static void             FindHoveredWindow();
1069
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1070
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1071
1072
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1073
1074
// Settings
1075
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1076
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1077
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1078
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1079
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1080
1081
// Platform Dependents default implementation for IO functions
1082
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1083
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1084
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1085
1086
namespace ImGui
1087
{
1088
// Navigation
1089
static void             NavUpdate();
1090
static void             NavUpdateWindowing();
1091
static void             NavUpdateWindowingOverlay();
1092
static void             NavUpdateCancelRequest();
1093
static void             NavUpdateCreateMoveRequest();
1094
static void             NavUpdateCreateTabbingRequest();
1095
static float            NavUpdatePageUpPageDown();
1096
static inline void      NavUpdateAnyRequestFlag();
1097
static void             NavUpdateCreateWrappingRequest();
1098
static void             NavEndFrame();
1099
static bool             NavScoreItem(ImGuiNavItemData* result);
1100
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1101
static void             NavProcessItem();
1102
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1103
static ImVec2           NavCalcPreferredRefPos();
1104
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1105
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1106
static void             NavRestoreLayer(ImGuiNavLayer layer);
1107
static int              FindWindowFocusIndex(ImGuiWindow* window);
1108
1109
// Error Checking and Debug Tools
1110
static void             ErrorCheckNewFrameSanityChecks();
1111
static void             ErrorCheckEndFrameSanityChecks();
1112
static void             UpdateDebugToolItemPicker();
1113
static void             UpdateDebugToolStackQueries();
1114
static void             UpdateDebugToolFlashStyleColor();
1115
1116
// Inputs
1117
static void             UpdateKeyboardInputs();
1118
static void             UpdateMouseInputs();
1119
static void             UpdateMouseWheel();
1120
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1121
1122
// Misc
1123
static void             UpdateSettings();
1124
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1125
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1126
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1127
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1128
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1129
static void             RenderDimmedBackgrounds();
1130
1131
// Viewports
1132
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1133
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1134
static void             DestroyViewport(ImGuiViewportP* viewport);
1135
static void             UpdateViewportsNewFrame();
1136
static void             UpdateViewportsEndFrame();
1137
static void             WindowSelectViewport(ImGuiWindow* window);
1138
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1139
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1140
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1141
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1142
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1143
static int              FindPlatformMonitorForRect(const ImRect& r);
1144
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1145
1146
}
1147
1148
//-----------------------------------------------------------------------------
1149
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1150
//-----------------------------------------------------------------------------
1151
1152
// DLL users:
1153
// - Heaps and globals are not shared across DLL boundaries!
1154
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1155
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1156
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1157
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1158
1159
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1160
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1161
//   Change to a different context by calling ImGui::SetCurrentContext().
1162
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1163
//   If you want thread-safety to allow N threads to access N different contexts:
1164
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1165
//         struct ImGuiContext;
1166
//         extern thread_local ImGuiContext* MyImGuiTLS;
1167
//         #define GImGui MyImGuiTLS
1168
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1169
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1170
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1171
// - DLL users: read comments above.
1172
#ifndef GImGui
1173
ImGuiContext*   GImGui = NULL;
1174
#endif
1175
1176
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1177
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1178
// - DLL users: read comments above.
1179
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1180
1.23k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1181
1.19k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1182
#else
1183
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1184
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1185
#endif
1186
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1187
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1188
static void*                GImAllocatorUserData = NULL;
1189
1190
//-----------------------------------------------------------------------------
1191
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1192
//-----------------------------------------------------------------------------
1193
1194
ImGuiStyle::ImGuiStyle()
1195
1
{
1196
1
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1197
1
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1198
1
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1199
1
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1200
1
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1201
1
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1202
1
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1203
1
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1204
1
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1205
1
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1206
1
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1207
1
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1208
1
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1209
1
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1210
1
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1211
1
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1212
1
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1213
1
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1214
1
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1215
1
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1216
1
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1217
1
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1218
1
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1219
1
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1220
1
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1221
1
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1222
1
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1223
1
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1224
1
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1225
1
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1226
1
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1227
1
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1228
1
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1229
1
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1230
1
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1231
1
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1232
1
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1233
1
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1234
1
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1235
1
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1236
1
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1237
1
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1238
1
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1239
1
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1240
1
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1241
1
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1242
1243
    // Behaviors
1244
1
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1245
1
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1246
1
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1247
1
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1248
1
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1249
1250
    // Default theme
1251
1
    ImGui::StyleColorsDark(this);
1252
1
}
1253
1254
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1255
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1256
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1257
0
{
1258
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1259
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1260
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1261
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1262
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1263
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1264
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1265
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1266
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1267
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1268
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1269
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1270
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1271
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1272
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1273
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1274
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1275
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1276
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1277
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1278
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1279
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1280
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1281
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1282
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1283
0
}
1284
1285
ImGuiIO::ImGuiIO()
1286
1
{
1287
    // Most fields are initialized with zero
1288
1
    memset(this, 0, sizeof(*this));
1289
1
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1290
1291
    // Settings
1292
1
    ConfigFlags = ImGuiConfigFlags_None;
1293
1
    BackendFlags = ImGuiBackendFlags_None;
1294
1
    DisplaySize = ImVec2(-1.0f, -1.0f);
1295
1
    DeltaTime = 1.0f / 60.0f;
1296
1
    IniSavingRate = 5.0f;
1297
1
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1298
1
    LogFilename = "imgui_log.txt";
1299
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1300
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1301
        KeyMap[i] = -1;
1302
#endif
1303
1
    UserData = NULL;
1304
1305
1
    Fonts = NULL;
1306
1
    FontGlobalScale = 1.0f;
1307
1
    FontDefault = NULL;
1308
1
    FontAllowUserScaling = false;
1309
1
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1310
1311
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1312
1
    ConfigDockingNoSplit = false;
1313
1
    ConfigDockingWithShift = false;
1314
1
    ConfigDockingAlwaysTabBar = false;
1315
1
    ConfigDockingTransparentPayload = false;
1316
1317
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1318
1
    ConfigViewportsNoAutoMerge = false;
1319
1
    ConfigViewportsNoTaskBarIcon = false;
1320
1
    ConfigViewportsNoDecoration = true;
1321
1
    ConfigViewportsNoDefaultParent = false;
1322
1323
    // Miscellaneous options
1324
1
    MouseDrawCursor = false;
1325
#ifdef __APPLE__
1326
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1327
#else
1328
1
    ConfigMacOSXBehaviors = false;
1329
1
#endif
1330
1
    ConfigInputTrickleEventQueue = true;
1331
1
    ConfigInputTextCursorBlink = true;
1332
1
    ConfigInputTextEnterKeepActive = false;
1333
1
    ConfigDragClickToInputText = false;
1334
1
    ConfigWindowsResizeFromEdges = true;
1335
1
    ConfigWindowsMoveFromTitleBarOnly = false;
1336
1
    ConfigMemoryCompactTimer = 60.0f;
1337
1
    ConfigDebugBeginReturnValueOnce = false;
1338
1
    ConfigDebugBeginReturnValueLoop = false;
1339
1340
    // Inputs Behaviors
1341
1
    MouseDoubleClickTime = 0.30f;
1342
1
    MouseDoubleClickMaxDist = 6.0f;
1343
1
    MouseDragThreshold = 6.0f;
1344
1
    KeyRepeatDelay = 0.275f;
1345
1
    KeyRepeatRate = 0.050f;
1346
1347
    // Platform Functions
1348
    // Note: Initialize() will setup default clipboard/ime handlers.
1349
1
    BackendPlatformName = BackendRendererName = NULL;
1350
1
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1351
1
    PlatformLocaleDecimalPoint = '.';
1352
1353
    // Input (NB: we already have memset zero the entire structure!)
1354
1
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1355
1
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1356
1
    MouseSource = ImGuiMouseSource_Mouse;
1357
6
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1358
155
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1359
1
    AppAcceptingEvents = true;
1360
1
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1361
1
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1362
1
}
1363
1364
// Pass in translated ASCII characters for text input.
1365
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1366
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1367
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1368
void ImGuiIO::AddInputCharacter(unsigned int c)
1369
7.93k
{
1370
7.93k
    IM_ASSERT(Ctx != NULL);
1371
7.93k
    ImGuiContext& g = *Ctx;
1372
7.93k
    if (c == 0 || !AppAcceptingEvents)
1373
2.33k
        return;
1374
1375
5.59k
    ImGuiInputEvent e;
1376
5.59k
    e.Type = ImGuiInputEventType_Text;
1377
5.59k
    e.Source = ImGuiInputSource_Keyboard;
1378
5.59k
    e.EventId = g.InputEventsNextEventId++;
1379
5.59k
    e.Text.Char = c;
1380
5.59k
    g.InputEventsQueue.push_back(e);
1381
5.59k
}
1382
1383
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1384
// we should save the high surrogate.
1385
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1386
2.03k
{
1387
2.03k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1388
113
        return;
1389
1390
1.92k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1391
878
    {
1392
878
        if (InputQueueSurrogate != 0)
1393
308
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1394
878
        InputQueueSurrogate = c;
1395
878
        return;
1396
878
    }
1397
1398
1.04k
    ImWchar cp = c;
1399
1.04k
    if (InputQueueSurrogate != 0)
1400
543
    {
1401
543
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1402
525
        {
1403
525
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1404
525
        }
1405
18
        else
1406
18
        {
1407
18
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1408
18
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1409
#else
1410
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1411
#endif
1412
18
        }
1413
1414
543
        InputQueueSurrogate = 0;
1415
543
    }
1416
1.04k
    AddInputCharacter((unsigned)cp);
1417
1.04k
}
1418
1419
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1420
62
{
1421
62
    if (!AppAcceptingEvents)
1422
0
        return;
1423
62
    while (*utf8_chars != 0)
1424
0
    {
1425
0
        unsigned int c = 0;
1426
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1427
0
        AddInputCharacter(c);
1428
0
    }
1429
62
}
1430
1431
// Clear all incoming events.
1432
void ImGuiIO::ClearEventsQueue()
1433
0
{
1434
0
    IM_ASSERT(Ctx != NULL);
1435
0
    ImGuiContext& g = *Ctx;
1436
0
    g.InputEventsQueue.clear();
1437
0
}
1438
1439
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1440
void ImGuiIO::ClearInputKeys()
1441
9.58k
{
1442
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1443
    memset(KeysDown, 0, sizeof(KeysDown));
1444
#endif
1445
1.48M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1446
1.47M
    {
1447
1.47M
        KeysData[n].Down             = false;
1448
1.47M
        KeysData[n].DownDuration     = -1.0f;
1449
1.47M
        KeysData[n].DownDurationPrev = -1.0f;
1450
1.47M
    }
1451
9.58k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1452
9.58k
    KeyMods = ImGuiMod_None;
1453
9.58k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1454
57.5k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1455
47.9k
    {
1456
47.9k
        MouseDown[n] = false;
1457
47.9k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1458
47.9k
    }
1459
9.58k
    MouseWheel = MouseWheelH = 0.0f;
1460
9.58k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1461
9.58k
}
1462
1463
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1464
// Current frame character buffer is now also cleared by ClearInputKeys().
1465
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1466
void ImGuiIO::ClearInputCharacters()
1467
{
1468
    InputQueueCharacters.resize(0);
1469
}
1470
#endif
1471
1472
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1473
19.0k
{
1474
19.0k
    ImGuiContext& g = *ctx;
1475
33.2k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1476
18.3k
    {
1477
18.3k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1478
18.3k
        if (e->Type != type)
1479
12.4k
            continue;
1480
5.90k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1481
623
            continue;
1482
5.28k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1483
1.13k
            continue;
1484
4.15k
        return e;
1485
5.28k
    }
1486
14.9k
    return NULL;
1487
19.0k
}
1488
1489
// Queue a new key down/up event.
1490
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1491
// - bool down:          Is the key down? use false to signify a key release.
1492
// - float analog_value: 0.0f..1.0f
1493
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1494
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1495
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1496
5.28k
{
1497
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1498
5.28k
    IM_ASSERT(Ctx != NULL);
1499
5.28k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1500
0
        return;
1501
5.28k
    ImGuiContext& g = *Ctx;
1502
5.28k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1503
5.28k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1504
5.28k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1505
1506
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1507
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1508
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1509
    if (BackendUsingLegacyKeyArrays == -1)
1510
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1511
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1512
    BackendUsingLegacyKeyArrays = 0;
1513
#endif
1514
5.28k
    if (ImGui::IsGamepadKey(key))
1515
36
        BackendUsingLegacyNavInputArray = false;
1516
1517
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1518
5.28k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1519
5.28k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1520
5.28k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1521
5.28k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1522
5.28k
    if (latest_key_down == down && latest_key_analog == analog_value)
1523
1.01k
        return;
1524
1525
    // Add event
1526
4.27k
    ImGuiInputEvent e;
1527
4.27k
    e.Type = ImGuiInputEventType_Key;
1528
4.27k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1529
4.27k
    e.EventId = g.InputEventsNextEventId++;
1530
4.27k
    e.Key.Key = key;
1531
4.27k
    e.Key.Down = down;
1532
4.27k
    e.Key.AnalogValue = analog_value;
1533
4.27k
    g.InputEventsQueue.push_back(e);
1534
4.27k
}
1535
1536
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1537
303
{
1538
303
    if (!AppAcceptingEvents)
1539
0
        return;
1540
303
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1541
303
}
1542
1543
// [Optional] Call after AddKeyEvent().
1544
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1545
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1546
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1547
0
{
1548
0
    if (key == ImGuiKey_None)
1549
0
        return;
1550
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1551
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1552
0
    IM_UNUSED(native_keycode);  // Yet unused
1553
0
    IM_UNUSED(native_scancode); // Yet unused
1554
1555
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1556
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1557
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1558
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1559
        return;
1560
    KeyMap[legacy_key] = key;
1561
    KeyMap[key] = legacy_key;
1562
#else
1563
0
    IM_UNUSED(key);
1564
0
    IM_UNUSED(native_legacy_index);
1565
0
#endif
1566
0
}
1567
1568
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1569
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1570
0
{
1571
0
    AppAcceptingEvents = accepting_events;
1572
0
}
1573
1574
// Queue a mouse move event
1575
void ImGuiIO::AddMousePosEvent(float x, float y)
1576
4.62k
{
1577
4.62k
    IM_ASSERT(Ctx != NULL);
1578
4.62k
    ImGuiContext& g = *Ctx;
1579
4.62k
    if (!AppAcceptingEvents)
1580
0
        return;
1581
1582
    // Apply same flooring as UpdateMouseInputs()
1583
4.62k
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1584
1585
    // Filter duplicate
1586
4.62k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1587
4.62k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1588
4.62k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1589
963
        return;
1590
1591
3.66k
    ImGuiInputEvent e;
1592
3.66k
    e.Type = ImGuiInputEventType_MousePos;
1593
3.66k
    e.Source = ImGuiInputSource_Mouse;
1594
3.66k
    e.EventId = g.InputEventsNextEventId++;
1595
3.66k
    e.MousePos.PosX = pos.x;
1596
3.66k
    e.MousePos.PosY = pos.y;
1597
3.66k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1598
3.66k
    g.InputEventsQueue.push_back(e);
1599
3.66k
}
1600
1601
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1602
6.90k
{
1603
6.90k
    IM_ASSERT(Ctx != NULL);
1604
6.90k
    ImGuiContext& g = *Ctx;
1605
6.90k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1606
6.90k
    if (!AppAcceptingEvents)
1607
0
        return;
1608
1609
    // Filter duplicate
1610
6.90k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1611
6.90k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1612
6.90k
    if (latest_button_down == down)
1613
2.41k
        return;
1614
1615
4.49k
    ImGuiInputEvent e;
1616
4.49k
    e.Type = ImGuiInputEventType_MouseButton;
1617
4.49k
    e.Source = ImGuiInputSource_Mouse;
1618
4.49k
    e.EventId = g.InputEventsNextEventId++;
1619
4.49k
    e.MouseButton.Button = mouse_button;
1620
4.49k
    e.MouseButton.Down = down;
1621
4.49k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1622
4.49k
    g.InputEventsQueue.push_back(e);
1623
4.49k
}
1624
1625
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1626
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1627
2.43k
{
1628
2.43k
    IM_ASSERT(Ctx != NULL);
1629
2.43k
    ImGuiContext& g = *Ctx;
1630
1631
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1632
2.43k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1633
485
        return;
1634
1635
1.94k
    ImGuiInputEvent e;
1636
1.94k
    e.Type = ImGuiInputEventType_MouseWheel;
1637
1.94k
    e.Source = ImGuiInputSource_Mouse;
1638
1.94k
    e.EventId = g.InputEventsNextEventId++;
1639
1.94k
    e.MouseWheel.WheelX = wheel_x;
1640
1.94k
    e.MouseWheel.WheelY = wheel_y;
1641
1.94k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1642
1.94k
    g.InputEventsQueue.push_back(e);
1643
1.94k
}
1644
1645
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1646
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1647
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1648
0
{
1649
0
    IM_ASSERT(Ctx != NULL);
1650
0
    ImGuiContext& g = *Ctx;
1651
0
    g.InputEventsNextMouseSource = source;
1652
0
}
1653
1654
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1655
0
{
1656
0
    IM_ASSERT(Ctx != NULL);
1657
0
    ImGuiContext& g = *Ctx;
1658
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1659
0
    if (!AppAcceptingEvents)
1660
0
        return;
1661
1662
    // Filter duplicate
1663
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1664
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1665
0
    if (latest_viewport_id == viewport_id)
1666
0
        return;
1667
1668
0
    ImGuiInputEvent e;
1669
0
    e.Type = ImGuiInputEventType_MouseViewport;
1670
0
    e.Source = ImGuiInputSource_Mouse;
1671
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1672
0
    g.InputEventsQueue.push_back(e);
1673
0
}
1674
1675
void ImGuiIO::AddFocusEvent(bool focused)
1676
2.23k
{
1677
2.23k
    IM_ASSERT(Ctx != NULL);
1678
2.23k
    ImGuiContext& g = *Ctx;
1679
1680
    // Filter duplicate
1681
2.23k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1682
2.23k
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1683
2.23k
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1684
588
        return;
1685
1686
1.65k
    ImGuiInputEvent e;
1687
1.65k
    e.Type = ImGuiInputEventType_Focus;
1688
1.65k
    e.EventId = g.InputEventsNextEventId++;
1689
1.65k
    e.AppFocused.Focused = focused;
1690
1.65k
    g.InputEventsQueue.push_back(e);
1691
1.65k
}
1692
1693
//-----------------------------------------------------------------------------
1694
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1695
//-----------------------------------------------------------------------------
1696
1697
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1698
0
{
1699
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1700
0
    ImVec2 p_last = p1;
1701
0
    ImVec2 p_closest;
1702
0
    float p_closest_dist2 = FLT_MAX;
1703
0
    float t_step = 1.0f / (float)num_segments;
1704
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1705
0
    {
1706
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1707
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1708
0
        float dist2 = ImLengthSqr(p - p_line);
1709
0
        if (dist2 < p_closest_dist2)
1710
0
        {
1711
0
            p_closest = p_line;
1712
0
            p_closest_dist2 = dist2;
1713
0
        }
1714
0
        p_last = p_current;
1715
0
    }
1716
0
    return p_closest;
1717
0
}
1718
1719
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1720
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1721
0
{
1722
0
    float dx = x4 - x1;
1723
0
    float dy = y4 - y1;
1724
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1725
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1726
0
    d2 = (d2 >= 0) ? d2 : -d2;
1727
0
    d3 = (d3 >= 0) ? d3 : -d3;
1728
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1729
0
    {
1730
0
        ImVec2 p_current(x4, y4);
1731
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1732
0
        float dist2 = ImLengthSqr(p - p_line);
1733
0
        if (dist2 < p_closest_dist2)
1734
0
        {
1735
0
            p_closest = p_line;
1736
0
            p_closest_dist2 = dist2;
1737
0
        }
1738
0
        p_last = p_current;
1739
0
    }
1740
0
    else if (level < 10)
1741
0
    {
1742
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1743
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1744
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1745
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1746
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1747
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1748
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1749
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1750
0
    }
1751
0
}
1752
1753
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1754
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1755
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1756
0
{
1757
0
    IM_ASSERT(tess_tol > 0.0f);
1758
0
    ImVec2 p_last = p1;
1759
0
    ImVec2 p_closest;
1760
0
    float p_closest_dist2 = FLT_MAX;
1761
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1762
0
    return p_closest;
1763
0
}
1764
1765
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1766
0
{
1767
0
    ImVec2 ap = p - a;
1768
0
    ImVec2 ab_dir = b - a;
1769
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1770
0
    if (dot < 0.0f)
1771
0
        return a;
1772
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1773
0
    if (dot > ab_len_sqr)
1774
0
        return b;
1775
0
    return a + ab_dir * dot / ab_len_sqr;
1776
0
}
1777
1778
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1779
0
{
1780
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1781
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1782
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1783
0
    return ((b1 == b2) && (b2 == b3));
1784
0
}
1785
1786
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1787
0
{
1788
0
    ImVec2 v0 = b - a;
1789
0
    ImVec2 v1 = c - a;
1790
0
    ImVec2 v2 = p - a;
1791
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1792
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1793
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1794
0
    out_u = 1.0f - out_v - out_w;
1795
0
}
1796
1797
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1798
0
{
1799
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1800
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1801
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1802
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1803
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1804
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1805
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1806
0
    if (m == dist2_ab)
1807
0
        return proj_ab;
1808
0
    if (m == dist2_bc)
1809
0
        return proj_bc;
1810
0
    return proj_ca;
1811
0
}
1812
1813
//-----------------------------------------------------------------------------
1814
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1815
//-----------------------------------------------------------------------------
1816
1817
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1818
int ImStricmp(const char* str1, const char* str2)
1819
0
{
1820
0
    int d;
1821
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1822
0
    return d;
1823
0
}
1824
1825
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1826
0
{
1827
0
    int d = 0;
1828
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1829
0
    return d;
1830
0
}
1831
1832
void ImStrncpy(char* dst, const char* src, size_t count)
1833
92
{
1834
92
    if (count < 1)
1835
0
        return;
1836
92
    if (count > 1)
1837
92
        strncpy(dst, src, count - 1);
1838
92
    dst[count - 1] = 0;
1839
92
}
1840
1841
char* ImStrdup(const char* str)
1842
3
{
1843
3
    size_t len = strlen(str);
1844
3
    void* buf = IM_ALLOC(len + 1);
1845
3
    return (char*)memcpy(buf, (const void*)str, len + 1);
1846
3
}
1847
1848
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1849
0
{
1850
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1851
0
    size_t src_size = strlen(src) + 1;
1852
0
    if (dst_buf_size < src_size)
1853
0
    {
1854
0
        IM_FREE(dst);
1855
0
        dst = (char*)IM_ALLOC(src_size);
1856
0
        if (p_dst_size)
1857
0
            *p_dst_size = src_size;
1858
0
    }
1859
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1860
0
}
1861
1862
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1863
0
{
1864
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1865
0
    return p;
1866
0
}
1867
1868
int ImStrlenW(const ImWchar* str)
1869
0
{
1870
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1871
0
    int n = 0;
1872
0
    while (*str++) n++;
1873
0
    return n;
1874
0
}
1875
1876
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1877
const char* ImStreolRange(const char* str, const char* str_end)
1878
0
{
1879
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1880
0
    return p ? p : str_end;
1881
0
}
1882
1883
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1884
0
{
1885
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1886
0
        buf_mid_line--;
1887
0
    return buf_mid_line;
1888
0
}
1889
1890
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1891
0
{
1892
0
    if (!needle_end)
1893
0
        needle_end = needle + strlen(needle);
1894
1895
0
    const char un0 = (char)ImToUpper(*needle);
1896
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1897
0
    {
1898
0
        if (ImToUpper(*haystack) == un0)
1899
0
        {
1900
0
            const char* b = needle + 1;
1901
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1902
0
                if (ImToUpper(*a) != ImToUpper(*b))
1903
0
                    break;
1904
0
            if (b == needle_end)
1905
0
                return haystack;
1906
0
        }
1907
0
        haystack++;
1908
0
    }
1909
0
    return NULL;
1910
0
}
1911
1912
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1913
void ImStrTrimBlanks(char* buf)
1914
0
{
1915
0
    char* p = buf;
1916
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1917
0
        p++;
1918
0
    char* p_start = p;
1919
0
    while (*p != 0)                         // Find end of string
1920
0
        p++;
1921
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1922
0
        p--;
1923
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1924
0
        memmove(buf, p_start, p - p_start);
1925
0
    buf[p - p_start] = 0;                   // Zero terminate
1926
0
}
1927
1928
const char* ImStrSkipBlank(const char* str)
1929
0
{
1930
0
    while (str[0] == ' ' || str[0] == '\t')
1931
0
        str++;
1932
0
    return str;
1933
0
}
1934
1935
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1936
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1937
// B) When buf==NULL vsnprintf() will return the output size.
1938
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1939
1940
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1941
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1942
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1943
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1944
#ifdef IMGUI_USE_STB_SPRINTF
1945
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1946
#define STB_SPRINTF_IMPLEMENTATION
1947
#endif
1948
#ifdef IMGUI_STB_SPRINTF_FILENAME
1949
#include IMGUI_STB_SPRINTF_FILENAME
1950
#else
1951
#include "stb_sprintf.h"
1952
#endif
1953
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1954
1955
#if defined(_MSC_VER) && !defined(vsnprintf)
1956
#define vsnprintf _vsnprintf
1957
#endif
1958
1959
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1960
1
{
1961
1
    va_list args;
1962
1
    va_start(args, fmt);
1963
#ifdef IMGUI_USE_STB_SPRINTF
1964
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1965
#else
1966
1
    int w = vsnprintf(buf, buf_size, fmt, args);
1967
1
#endif
1968
1
    va_end(args);
1969
1
    if (buf == NULL)
1970
0
        return w;
1971
1
    if (w == -1 || w >= (int)buf_size)
1972
0
        w = (int)buf_size - 1;
1973
1
    buf[w] = 0;
1974
1
    return w;
1975
1
}
1976
1977
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1978
5.34k
{
1979
#ifdef IMGUI_USE_STB_SPRINTF
1980
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1981
#else
1982
5.34k
    int w = vsnprintf(buf, buf_size, fmt, args);
1983
5.34k
#endif
1984
5.34k
    if (buf == NULL)
1985
0
        return w;
1986
5.34k
    if (w == -1 || w >= (int)buf_size)
1987
0
        w = (int)buf_size - 1;
1988
5.34k
    buf[w] = 0;
1989
5.34k
    return w;
1990
5.34k
}
1991
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1992
1993
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1994
5.34k
{
1995
5.34k
    va_list args;
1996
5.34k
    va_start(args, fmt);
1997
5.34k
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
1998
5.34k
    va_end(args);
1999
5.34k
}
2000
2001
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2002
5.34k
{
2003
5.34k
    ImGuiContext& g = *GImGui;
2004
5.34k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2005
0
    {
2006
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2007
0
        if (buf == NULL)
2008
0
            buf = "(null)";
2009
0
        *out_buf = buf;
2010
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2011
0
    }
2012
5.34k
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2013
0
    {
2014
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2015
0
        const char* buf = va_arg(args, const char*);
2016
0
        if (buf == NULL)
2017
0
        {
2018
0
            buf = "(null)";
2019
0
            buf_len = ImMin(buf_len, 6);
2020
0
        }
2021
0
        *out_buf = buf;
2022
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2023
0
    }
2024
5.34k
    else
2025
5.34k
    {
2026
5.34k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2027
5.34k
        *out_buf = g.TempBuffer.Data;
2028
5.34k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2029
5.34k
    }
2030
5.34k
}
2031
2032
// CRC32 needs a 1KB lookup table (not cache friendly)
2033
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2034
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2035
static const ImU32 GCrc32LookupTable[256] =
2036
{
2037
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2038
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2039
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2040
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2041
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2042
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2043
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2044
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2045
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2046
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2047
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2048
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2049
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2050
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2051
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2052
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2053
};
2054
2055
// Known size hash
2056
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2057
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2058
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2059
5.34k
{
2060
5.34k
    ImU32 crc = ~seed;
2061
5.34k
    const unsigned char* data = (const unsigned char*)data_p;
2062
5.34k
    const ImU32* crc32_lut = GCrc32LookupTable;
2063
26.7k
    while (data_size-- != 0)
2064
21.3k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2065
5.34k
    return ~crc;
2066
5.34k
}
2067
2068
// Zero-terminated string hash, with support for ### to reset back to seed value
2069
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2070
// Because this syntax is rarely used we are optimizing for the common case.
2071
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2072
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2073
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2074
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2075
306k
{
2076
306k
    seed = ~seed;
2077
306k
    ImU32 crc = seed;
2078
306k
    const unsigned char* data = (const unsigned char*)data_p;
2079
306k
    const ImU32* crc32_lut = GCrc32LookupTable;
2080
306k
    if (data_size != 0)
2081
0
    {
2082
0
        while (data_size-- != 0)
2083
0
        {
2084
0
            unsigned char c = *data++;
2085
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2086
0
                crc = seed;
2087
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2088
0
        }
2089
0
    }
2090
306k
    else
2091
306k
    {
2092
4.21M
        while (unsigned char c = *data++)
2093
3.90M
        {
2094
3.90M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2095
55.0k
                crc = seed;
2096
3.90M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2097
3.90M
        }
2098
306k
    }
2099
306k
    return ~crc;
2100
306k
}
2101
2102
//-----------------------------------------------------------------------------
2103
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2104
//-----------------------------------------------------------------------------
2105
2106
// Default file functions
2107
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2108
2109
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2110
0
{
2111
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2112
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2113
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2114
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2115
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2116
    ImGuiContext& g = *GImGui;
2117
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2118
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2119
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2120
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2121
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2122
#else
2123
0
    return fopen(filename, mode);
2124
0
#endif
2125
0
}
2126
2127
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2128
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2129
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2130
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2131
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2132
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2133
2134
// Helper: Load file content into memory
2135
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2136
// This can't really be used with "rt" because fseek size won't match read size.
2137
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2138
0
{
2139
0
    IM_ASSERT(filename && mode);
2140
0
    if (out_file_size)
2141
0
        *out_file_size = 0;
2142
2143
0
    ImFileHandle f;
2144
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2145
0
        return NULL;
2146
2147
0
    size_t file_size = (size_t)ImFileGetSize(f);
2148
0
    if (file_size == (size_t)-1)
2149
0
    {
2150
0
        ImFileClose(f);
2151
0
        return NULL;
2152
0
    }
2153
2154
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2155
0
    if (file_data == NULL)
2156
0
    {
2157
0
        ImFileClose(f);
2158
0
        return NULL;
2159
0
    }
2160
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2161
0
    {
2162
0
        ImFileClose(f);
2163
0
        IM_FREE(file_data);
2164
0
        return NULL;
2165
0
    }
2166
0
    if (padding_bytes > 0)
2167
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2168
2169
0
    ImFileClose(f);
2170
0
    if (out_file_size)
2171
0
        *out_file_size = file_size;
2172
2173
0
    return file_data;
2174
0
}
2175
2176
//-----------------------------------------------------------------------------
2177
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2178
//-----------------------------------------------------------------------------
2179
2180
IM_MSVC_RUNTIME_CHECKS_OFF
2181
2182
// Convert UTF-8 to 32-bit character, process single character input.
2183
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2184
// We handle UTF-8 decoding error by skipping forward.
2185
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2186
147k
{
2187
147k
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2188
147k
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2189
147k
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2190
147k
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2191
147k
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2192
147k
    int len = lengths[*(const unsigned char*)in_text >> 3];
2193
147k
    int wanted = len + (len ? 0 : 1);
2194
2195
147k
    if (in_text_end == NULL)
2196
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2197
2198
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2199
    // so it is fast even with excessive branching.
2200
147k
    unsigned char s[4];
2201
147k
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2202
147k
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2203
147k
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2204
147k
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2205
2206
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2207
147k
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2208
147k
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2209
147k
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2210
147k
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2211
147k
    *out_char >>= shiftc[len];
2212
2213
    // Accumulate the various error conditions.
2214
147k
    int e = 0;
2215
147k
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2216
147k
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2217
147k
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2218
147k
    e |= (s[1] & 0xc0) >> 2;
2219
147k
    e |= (s[2] & 0xc0) >> 4;
2220
147k
    e |= (s[3]       ) >> 6;
2221
147k
    e ^= 0x2a; // top two bits of each tail byte correct?
2222
147k
    e >>= shifte[len];
2223
2224
147k
    if (e)
2225
2.31k
    {
2226
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2227
        // One byte is consumed in case of invalid first byte of in_text.
2228
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2229
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2230
2.31k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2231
2.31k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2232
2.31k
    }
2233
2234
147k
    return wanted;
2235
147k
}
2236
2237
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2238
0
{
2239
0
    ImWchar* buf_out = buf;
2240
0
    ImWchar* buf_end = buf + buf_size;
2241
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2242
0
    {
2243
0
        unsigned int c;
2244
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2245
0
        *buf_out++ = (ImWchar)c;
2246
0
    }
2247
0
    *buf_out = 0;
2248
0
    if (in_text_remaining)
2249
0
        *in_text_remaining = in_text;
2250
0
    return (int)(buf_out - buf);
2251
0
}
2252
2253
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2254
0
{
2255
0
    int char_count = 0;
2256
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2257
0
    {
2258
0
        unsigned int c;
2259
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2260
0
        char_count++;
2261
0
    }
2262
0
    return char_count;
2263
0
}
2264
2265
// Based on stb_to_utf8() from github.com/nothings/stb/
2266
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2267
0
{
2268
0
    if (c < 0x80)
2269
0
    {
2270
0
        buf[0] = (char)c;
2271
0
        return 1;
2272
0
    }
2273
0
    if (c < 0x800)
2274
0
    {
2275
0
        if (buf_size < 2) return 0;
2276
0
        buf[0] = (char)(0xc0 + (c >> 6));
2277
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2278
0
        return 2;
2279
0
    }
2280
0
    if (c < 0x10000)
2281
0
    {
2282
0
        if (buf_size < 3) return 0;
2283
0
        buf[0] = (char)(0xe0 + (c >> 12));
2284
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2285
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2286
0
        return 3;
2287
0
    }
2288
0
    if (c <= 0x10FFFF)
2289
0
    {
2290
0
        if (buf_size < 4) return 0;
2291
0
        buf[0] = (char)(0xf0 + (c >> 18));
2292
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2293
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2294
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2295
0
        return 4;
2296
0
    }
2297
    // Invalid code point, the max unicode is 0x10FFFF
2298
0
    return 0;
2299
0
}
2300
2301
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2302
0
{
2303
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2304
0
    out_buf[count] = 0;
2305
0
    return out_buf;
2306
0
}
2307
2308
// Not optimal but we very rarely use this function.
2309
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2310
0
{
2311
0
    unsigned int unused = 0;
2312
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2313
0
}
2314
2315
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2316
0
{
2317
0
    if (c < 0x80) return 1;
2318
0
    if (c < 0x800) return 2;
2319
0
    if (c < 0x10000) return 3;
2320
0
    if (c <= 0x10FFFF) return 4;
2321
0
    return 3;
2322
0
}
2323
2324
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2325
0
{
2326
0
    char* buf_p = out_buf;
2327
0
    const char* buf_end = out_buf + out_buf_size;
2328
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2329
0
    {
2330
0
        unsigned int c = (unsigned int)(*in_text++);
2331
0
        if (c < 0x80)
2332
0
            *buf_p++ = (char)c;
2333
0
        else
2334
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2335
0
    }
2336
0
    *buf_p = 0;
2337
0
    return (int)(buf_p - out_buf);
2338
0
}
2339
2340
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2341
0
{
2342
0
    int bytes_count = 0;
2343
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2344
0
    {
2345
0
        unsigned int c = (unsigned int)(*in_text++);
2346
0
        if (c < 0x80)
2347
0
            bytes_count++;
2348
0
        else
2349
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2350
0
    }
2351
0
    return bytes_count;
2352
0
}
2353
2354
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2355
0
{
2356
0
    while (in_text_curr > in_text_start)
2357
0
    {
2358
0
        in_text_curr--;
2359
0
        if ((*in_text_curr & 0xC0) != 0x80)
2360
0
            return in_text_curr;
2361
0
    }
2362
0
    return in_text_start;
2363
0
}
2364
2365
IM_MSVC_RUNTIME_CHECKS_RESTORE
2366
2367
//-----------------------------------------------------------------------------
2368
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2369
// Note: The Convert functions are early design which are not consistent with other API.
2370
//-----------------------------------------------------------------------------
2371
2372
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2373
0
{
2374
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2375
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2376
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2377
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2378
0
    return IM_COL32(r, g, b, 0xFF);
2379
0
}
2380
2381
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2382
169k
{
2383
169k
    float s = 1.0f / 255.0f;
2384
169k
    return ImVec4(
2385
169k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2386
169k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2387
169k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2388
169k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2389
169k
}
2390
2391
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2392
799k
{
2393
799k
    ImU32 out;
2394
799k
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2395
799k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2396
799k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2397
799k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2398
799k
    return out;
2399
799k
}
2400
2401
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2402
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2403
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2404
0
{
2405
0
    float K = 0.f;
2406
0
    if (g < b)
2407
0
    {
2408
0
        ImSwap(g, b);
2409
0
        K = -1.f;
2410
0
    }
2411
0
    if (r < g)
2412
0
    {
2413
0
        ImSwap(r, g);
2414
0
        K = -2.f / 6.f - K;
2415
0
    }
2416
2417
0
    const float chroma = r - (g < b ? g : b);
2418
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2419
0
    out_s = chroma / (r + 1e-20f);
2420
0
    out_v = r;
2421
0
}
2422
2423
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2424
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2425
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2426
0
{
2427
0
    if (s == 0.0f)
2428
0
    {
2429
        // gray
2430
0
        out_r = out_g = out_b = v;
2431
0
        return;
2432
0
    }
2433
2434
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2435
0
    int   i = (int)h;
2436
0
    float f = h - (float)i;
2437
0
    float p = v * (1.0f - s);
2438
0
    float q = v * (1.0f - s * f);
2439
0
    float t = v * (1.0f - s * (1.0f - f));
2440
2441
0
    switch (i)
2442
0
    {
2443
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2444
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2445
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2446
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2447
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2448
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2449
0
    }
2450
0
}
2451
2452
//-----------------------------------------------------------------------------
2453
// [SECTION] ImGuiStorage
2454
// Helper: Key->value storage
2455
//-----------------------------------------------------------------------------
2456
2457
// std::lower_bound but without the bullshit
2458
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2459
115k
{
2460
115k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2461
115k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2462
115k
    size_t count = (size_t)(last - first);
2463
346k
    while (count > 0)
2464
230k
    {
2465
230k
        size_t count2 = count >> 1;
2466
230k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2467
230k
        if (mid->key < key)
2468
60.3k
        {
2469
60.3k
            first = ++mid;
2470
60.3k
            count -= count2 + 1;
2471
60.3k
        }
2472
170k
        else
2473
170k
        {
2474
170k
            count = count2;
2475
170k
        }
2476
230k
    }
2477
115k
    return first;
2478
115k
}
2479
2480
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2481
void ImGuiStorage::BuildSortByKey()
2482
0
{
2483
0
    struct StaticFunc
2484
0
    {
2485
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2486
0
        {
2487
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2488
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2489
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2490
0
            return 0;
2491
0
        }
2492
0
    };
2493
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2494
0
}
2495
2496
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2497
0
{
2498
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2499
0
    if (it == Data.end() || it->key != key)
2500
0
        return default_val;
2501
0
    return it->val_i;
2502
0
}
2503
2504
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2505
0
{
2506
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2507
0
}
2508
2509
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2510
0
{
2511
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2512
0
    if (it == Data.end() || it->key != key)
2513
0
        return default_val;
2514
0
    return it->val_f;
2515
0
}
2516
2517
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2518
115k
{
2519
115k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2520
115k
    if (it == Data.end() || it->key != key)
2521
3
        return NULL;
2522
115k
    return it->val_p;
2523
115k
}
2524
2525
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2526
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2527
0
{
2528
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2529
0
    if (it == Data.end() || it->key != key)
2530
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2531
0
    return &it->val_i;
2532
0
}
2533
2534
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2535
0
{
2536
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2537
0
}
2538
2539
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2540
0
{
2541
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2542
0
    if (it == Data.end() || it->key != key)
2543
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2544
0
    return &it->val_f;
2545
0
}
2546
2547
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2548
0
{
2549
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2550
0
    if (it == Data.end() || it->key != key)
2551
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2552
0
    return &it->val_p;
2553
0
}
2554
2555
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2556
void ImGuiStorage::SetInt(ImGuiID key, int val)
2557
0
{
2558
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2559
0
    if (it == Data.end() || it->key != key)
2560
0
        Data.insert(it, ImGuiStoragePair(key, val));
2561
0
    else
2562
0
        it->val_i = val;
2563
0
}
2564
2565
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2566
0
{
2567
0
    SetInt(key, val ? 1 : 0);
2568
0
}
2569
2570
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2571
0
{
2572
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2573
0
    if (it == Data.end() || it->key != key)
2574
0
        Data.insert(it, ImGuiStoragePair(key, val));
2575
0
    else
2576
0
        it->val_f = val;
2577
0
}
2578
2579
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2580
3
{
2581
3
    ImGuiStoragePair* it = LowerBound(Data, key);
2582
3
    if (it == Data.end() || it->key != key)
2583
3
        Data.insert(it, ImGuiStoragePair(key, val));
2584
0
    else
2585
0
        it->val_p = val;
2586
3
}
2587
2588
void ImGuiStorage::SetAllInt(int v)
2589
0
{
2590
0
    for (int i = 0; i < Data.Size; i++)
2591
0
        Data[i].val_i = v;
2592
0
}
2593
2594
//-----------------------------------------------------------------------------
2595
// [SECTION] ImGuiTextFilter
2596
//-----------------------------------------------------------------------------
2597
2598
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2599
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2600
0
{
2601
0
    InputBuf[0] = 0;
2602
0
    CountGrep = 0;
2603
0
    if (default_filter)
2604
0
    {
2605
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2606
0
        Build();
2607
0
    }
2608
0
}
2609
2610
bool ImGuiTextFilter::Draw(const char* label, float width)
2611
0
{
2612
0
    if (width != 0.0f)
2613
0
        ImGui::SetNextItemWidth(width);
2614
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2615
0
    if (value_changed)
2616
0
        Build();
2617
0
    return value_changed;
2618
0
}
2619
2620
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2621
0
{
2622
0
    out->resize(0);
2623
0
    const char* wb = b;
2624
0
    const char* we = wb;
2625
0
    while (we < e)
2626
0
    {
2627
0
        if (*we == separator)
2628
0
        {
2629
0
            out->push_back(ImGuiTextRange(wb, we));
2630
0
            wb = we + 1;
2631
0
        }
2632
0
        we++;
2633
0
    }
2634
0
    if (wb != we)
2635
0
        out->push_back(ImGuiTextRange(wb, we));
2636
0
}
2637
2638
void ImGuiTextFilter::Build()
2639
0
{
2640
0
    Filters.resize(0);
2641
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2642
0
    input_range.split(',', &Filters);
2643
2644
0
    CountGrep = 0;
2645
0
    for (ImGuiTextRange& f : Filters)
2646
0
    {
2647
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2648
0
            f.b++;
2649
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2650
0
            f.e--;
2651
0
        if (f.empty())
2652
0
            continue;
2653
0
        if (f.b[0] != '-')
2654
0
            CountGrep += 1;
2655
0
    }
2656
0
}
2657
2658
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2659
0
{
2660
0
    if (Filters.empty())
2661
0
        return true;
2662
2663
0
    if (text == NULL)
2664
0
        text = "";
2665
2666
0
    for (const ImGuiTextRange& f : Filters)
2667
0
    {
2668
0
        if (f.empty())
2669
0
            continue;
2670
0
        if (f.b[0] == '-')
2671
0
        {
2672
            // Subtract
2673
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2674
0
                return false;
2675
0
        }
2676
0
        else
2677
0
        {
2678
            // Grep
2679
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2680
0
                return true;
2681
0
        }
2682
0
    }
2683
2684
    // Implicit * grep
2685
0
    if (CountGrep == 0)
2686
0
        return true;
2687
2688
0
    return false;
2689
0
}
2690
2691
//-----------------------------------------------------------------------------
2692
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2693
//-----------------------------------------------------------------------------
2694
2695
// On some platform vsnprintf() takes va_list by reference and modifies it.
2696
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2697
#ifndef va_copy
2698
#if defined(__GNUC__) || defined(__clang__)
2699
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2700
#else
2701
#define va_copy(dest, src) (dest = src)
2702
#endif
2703
#endif
2704
2705
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2706
2707
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2708
0
{
2709
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2710
2711
    // Add zero-terminator the first time
2712
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2713
0
    const int needed_sz = write_off + len;
2714
0
    if (write_off + len >= Buf.Capacity)
2715
0
    {
2716
0
        int new_capacity = Buf.Capacity * 2;
2717
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2718
0
    }
2719
2720
0
    Buf.resize(needed_sz);
2721
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2722
0
    Buf[write_off - 1 + len] = 0;
2723
0
}
2724
2725
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2726
0
{
2727
0
    va_list args;
2728
0
    va_start(args, fmt);
2729
0
    appendfv(fmt, args);
2730
0
    va_end(args);
2731
0
}
2732
2733
// Helper: Text buffer for logging/accumulating text
2734
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2735
0
{
2736
0
    va_list args_copy;
2737
0
    va_copy(args_copy, args);
2738
2739
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2740
0
    if (len <= 0)
2741
0
    {
2742
0
        va_end(args_copy);
2743
0
        return;
2744
0
    }
2745
2746
    // Add zero-terminator the first time
2747
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2748
0
    const int needed_sz = write_off + len;
2749
0
    if (write_off + len >= Buf.Capacity)
2750
0
    {
2751
0
        int new_capacity = Buf.Capacity * 2;
2752
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2753
0
    }
2754
2755
0
    Buf.resize(needed_sz);
2756
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2757
0
    va_end(args_copy);
2758
0
}
2759
2760
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2761
0
{
2762
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2763
0
    if (old_size == new_size)
2764
0
        return;
2765
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2766
0
        LineOffsets.push_back(EndOffset);
2767
0
    const char* base_end = base + new_size;
2768
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2769
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2770
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2771
0
    EndOffset = ImMax(EndOffset, new_size);
2772
0
}
2773
2774
//-----------------------------------------------------------------------------
2775
// [SECTION] ImGuiListClipper
2776
//-----------------------------------------------------------------------------
2777
2778
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2779
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2780
static bool GetSkipItemForListClipping()
2781
0
{
2782
0
    ImGuiContext& g = *GImGui;
2783
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2784
0
}
2785
2786
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2787
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2788
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2789
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2790
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2791
{
2792
    ImGuiContext& g = *GImGui;
2793
    ImGuiWindow* window = g.CurrentWindow;
2794
    if (g.LogEnabled)
2795
    {
2796
        // If logging is active, do not perform any clipping
2797
        *out_items_display_start = 0;
2798
        *out_items_display_end = items_count;
2799
        return;
2800
    }
2801
    if (GetSkipItemForListClipping())
2802
    {
2803
        *out_items_display_start = *out_items_display_end = 0;
2804
        return;
2805
    }
2806
2807
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2808
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2809
    ImRect rect = window->ClipRect;
2810
    if (g.NavMoveScoringItems)
2811
        rect.Add(g.NavScoringNoClipRect);
2812
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2813
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2814
2815
    const ImVec2 pos = window->DC.CursorPos;
2816
    int start = (int)((rect.Min.y - pos.y) / items_height);
2817
    int end = (int)((rect.Max.y - pos.y) / items_height);
2818
2819
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2820
    // FIXME: Verify this works with tabbing
2821
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2822
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2823
        start--;
2824
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2825
        end++;
2826
2827
    start = ImClamp(start, 0, items_count);
2828
    end = ImClamp(end + 1, start, items_count);
2829
    *out_items_display_start = start;
2830
    *out_items_display_end = end;
2831
}
2832
#endif
2833
2834
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2835
0
{
2836
0
    if (ranges.Size - offset <= 1)
2837
0
        return;
2838
2839
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2840
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2841
0
        for (int i = offset; i < sort_end + offset; ++i)
2842
0
            if (ranges[i].Min > ranges[i + 1].Min)
2843
0
                ImSwap(ranges[i], ranges[i + 1]);
2844
2845
    // Now fuse ranges together as much as possible.
2846
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2847
0
    {
2848
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2849
0
        if (ranges[i - 1].Max < ranges[i].Min)
2850
0
            continue;
2851
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2852
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2853
0
        ranges.erase(ranges.Data + i);
2854
0
        i--;
2855
0
    }
2856
0
}
2857
2858
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2859
0
{
2860
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2861
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2862
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2863
0
    ImGuiContext& g = *GImGui;
2864
0
    ImGuiWindow* window = g.CurrentWindow;
2865
0
    float off_y = pos_y - window->DC.CursorPos.y;
2866
0
    window->DC.CursorPos.y = pos_y;
2867
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2868
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2869
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2870
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2871
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2872
0
    if (ImGuiTable* table = g.CurrentTable)
2873
0
    {
2874
0
        if (table->IsInsideRow)
2875
0
            ImGui::TableEndRow(table);
2876
0
        table->RowPosY2 = window->DC.CursorPos.y;
2877
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2878
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2879
0
        table->RowBgColorCounter += row_increase;
2880
0
    }
2881
0
}
2882
2883
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2884
0
{
2885
    // StartPosY starts from ItemsFrozen hence the subtraction
2886
    // Perform the add and multiply with double to allow seeking through larger ranges
2887
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2888
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2889
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2890
0
}
2891
2892
ImGuiListClipper::ImGuiListClipper()
2893
0
{
2894
0
    memset(this, 0, sizeof(*this));
2895
0
}
2896
2897
ImGuiListClipper::~ImGuiListClipper()
2898
0
{
2899
0
    End();
2900
0
}
2901
2902
void ImGuiListClipper::Begin(int items_count, float items_height)
2903
0
{
2904
0
    if (Ctx == NULL)
2905
0
        Ctx = ImGui::GetCurrentContext();
2906
2907
0
    ImGuiContext& g = *Ctx;
2908
0
    ImGuiWindow* window = g.CurrentWindow;
2909
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2910
2911
0
    if (ImGuiTable* table = g.CurrentTable)
2912
0
        if (table->IsInsideRow)
2913
0
            ImGui::TableEndRow(table);
2914
2915
0
    StartPosY = window->DC.CursorPos.y;
2916
0
    ItemsHeight = items_height;
2917
0
    ItemsCount = items_count;
2918
0
    DisplayStart = -1;
2919
0
    DisplayEnd = 0;
2920
2921
    // Acquire temporary buffer
2922
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2923
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2924
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2925
0
    data->Reset(this);
2926
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2927
0
    TempData = data;
2928
0
}
2929
2930
void ImGuiListClipper::End()
2931
0
{
2932
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2933
0
    {
2934
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2935
0
        ImGuiContext& g = *Ctx;
2936
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2937
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2938
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2939
2940
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2941
0
        IM_ASSERT(data->ListClipper == this);
2942
0
        data->StepNo = data->Ranges.Size;
2943
0
        if (--g.ClipperTempDataStacked > 0)
2944
0
        {
2945
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2946
0
            data->ListClipper->TempData = data;
2947
0
        }
2948
0
        TempData = NULL;
2949
0
    }
2950
0
    ItemsCount = -1;
2951
0
}
2952
2953
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2954
0
{
2955
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2956
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2957
0
    IM_ASSERT(item_begin <= item_end);
2958
0
    if (item_begin < item_end)
2959
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2960
0
}
2961
2962
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2963
0
{
2964
0
    ImGuiContext& g = *clipper->Ctx;
2965
0
    ImGuiWindow* window = g.CurrentWindow;
2966
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2967
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2968
2969
0
    ImGuiTable* table = g.CurrentTable;
2970
0
    if (table && table->IsInsideRow)
2971
0
        ImGui::TableEndRow(table);
2972
2973
    // No items
2974
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2975
0
        return false;
2976
2977
    // While we are in frozen row state, keep displaying items one by one, unclipped
2978
    // FIXME: Could be stored as a table-agnostic state.
2979
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2980
0
    {
2981
0
        clipper->DisplayStart = data->ItemsFrozen;
2982
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2983
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2984
0
            data->ItemsFrozen++;
2985
0
        return true;
2986
0
    }
2987
2988
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2989
0
    bool calc_clipping = false;
2990
0
    if (data->StepNo == 0)
2991
0
    {
2992
0
        clipper->StartPosY = window->DC.CursorPos.y;
2993
0
        if (clipper->ItemsHeight <= 0.0f)
2994
0
        {
2995
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2996
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2997
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2998
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2999
0
            data->StepNo = 1;
3000
0
            return true;
3001
0
        }
3002
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
3003
0
    }
3004
3005
    // Step 1: Let the clipper infer height from first range
3006
0
    if (clipper->ItemsHeight <= 0.0f)
3007
0
    {
3008
0
        IM_ASSERT(data->StepNo == 1);
3009
0
        if (table)
3010
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3011
3012
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3013
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3014
0
        if (affected_by_floating_point_precision)
3015
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3016
3017
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3018
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3019
0
    }
3020
3021
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3022
0
    const int already_submitted = clipper->DisplayEnd;
3023
0
    if (calc_clipping)
3024
0
    {
3025
0
        if (g.LogEnabled)
3026
0
        {
3027
            // If logging is active, do not perform any clipping
3028
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3029
0
        }
3030
0
        else
3031
0
        {
3032
            // Add range selected to be included for navigation
3033
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3034
0
            if (is_nav_request)
3035
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3036
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3037
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3038
3039
            // Add focused/active item
3040
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3041
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3042
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3043
3044
            // Add visible range
3045
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3046
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3047
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3048
0
        }
3049
3050
        // Convert position ranges to item index ranges
3051
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3052
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3053
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3054
0
        for (ImGuiListClipperRange& range : data->Ranges)
3055
0
            if (range.PosToIndexConvert)
3056
0
            {
3057
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3058
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3059
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3060
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3061
0
                range.PosToIndexConvert = false;
3062
0
            }
3063
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3064
0
    }
3065
3066
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3067
0
    while (data->StepNo < data->Ranges.Size)
3068
0
    {
3069
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3070
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3071
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3072
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3073
0
        data->StepNo++;
3074
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3075
0
            continue;
3076
0
        return true;
3077
0
    }
3078
3079
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3080
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3081
0
    if (clipper->ItemsCount < INT_MAX)
3082
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3083
3084
0
    return false;
3085
0
}
3086
3087
bool ImGuiListClipper::Step()
3088
0
{
3089
0
    ImGuiContext& g = *Ctx;
3090
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3091
0
    bool ret = ImGuiListClipper_StepInternal(this);
3092
0
    if (ret && (DisplayStart == DisplayEnd))
3093
0
        ret = false;
3094
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3095
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3096
0
    if (need_items_height && ItemsHeight > 0.0f)
3097
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3098
0
    if (ret)
3099
0
    {
3100
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3101
0
    }
3102
0
    else
3103
0
    {
3104
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3105
0
        End();
3106
0
    }
3107
0
    return ret;
3108
0
}
3109
3110
//-----------------------------------------------------------------------------
3111
// [SECTION] STYLING
3112
//-----------------------------------------------------------------------------
3113
3114
ImGuiStyle& ImGui::GetStyle()
3115
114k
{
3116
114k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3117
114k
    return GImGui->Style;
3118
114k
}
3119
3120
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3121
684k
{
3122
684k
    ImGuiStyle& style = GImGui->Style;
3123
684k
    ImVec4 c = style.Colors[idx];
3124
684k
    c.w *= style.Alpha * alpha_mul;
3125
684k
    return ColorConvertFloat4ToU32(c);
3126
684k
}
3127
3128
ImU32 ImGui::GetColorU32(const ImVec4& col)
3129
0
{
3130
0
    ImGuiStyle& style = GImGui->Style;
3131
0
    ImVec4 c = col;
3132
0
    c.w *= style.Alpha;
3133
0
    return ColorConvertFloat4ToU32(c);
3134
0
}
3135
3136
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3137
0
{
3138
0
    ImGuiStyle& style = GImGui->Style;
3139
0
    return style.Colors[idx];
3140
0
}
3141
3142
ImU32 ImGui::GetColorU32(ImU32 col)
3143
0
{
3144
0
    ImGuiStyle& style = GImGui->Style;
3145
0
    if (style.Alpha >= 1.0f)
3146
0
        return col;
3147
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3148
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3149
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3150
0
}
3151
3152
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3153
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3154
0
{
3155
0
    ImGuiContext& g = *GImGui;
3156
0
    ImGuiColorMod backup;
3157
0
    backup.Col = idx;
3158
0
    backup.BackupValue = g.Style.Colors[idx];
3159
0
    g.ColorStack.push_back(backup);
3160
0
    if (g.DebugFlashStyleColorIdx != idx)
3161
0
        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3162
0
}
3163
3164
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3165
55.0k
{
3166
55.0k
    ImGuiContext& g = *GImGui;
3167
55.0k
    ImGuiColorMod backup;
3168
55.0k
    backup.Col = idx;
3169
55.0k
    backup.BackupValue = g.Style.Colors[idx];
3170
55.0k
    g.ColorStack.push_back(backup);
3171
55.0k
    if (g.DebugFlashStyleColorIdx != idx)
3172
55.0k
        g.Style.Colors[idx] = col;
3173
55.0k
}
3174
3175
void ImGui::PopStyleColor(int count)
3176
55.0k
{
3177
55.0k
    ImGuiContext& g = *GImGui;
3178
55.0k
    if (g.ColorStack.Size < count)
3179
0
    {
3180
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3181
0
        count = g.ColorStack.Size;
3182
0
    }
3183
110k
    while (count > 0)
3184
55.0k
    {
3185
55.0k
        ImGuiColorMod& backup = g.ColorStack.back();
3186
55.0k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3187
55.0k
        g.ColorStack.pop_back();
3188
55.0k
        count--;
3189
55.0k
    }
3190
55.0k
}
3191
3192
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3193
{
3194
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3195
};
3196
3197
static const ImGuiDataVarInfo GStyleVarInfo[] =
3198
{
3199
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3200
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3201
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3202
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3203
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3204
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3205
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3206
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3207
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3208
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3209
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3210
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3211
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3212
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3213
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3214
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3215
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3216
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3217
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3218
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3219
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3220
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3221
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3222
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3223
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3224
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3225
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3226
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3227
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3228
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3229
};
3230
3231
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3232
110k
{
3233
110k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3234
110k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3235
110k
    return &GStyleVarInfo[idx];
3236
110k
}
3237
3238
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3239
0
{
3240
0
    ImGuiContext& g = *GImGui;
3241
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3242
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3243
0
    {
3244
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3245
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3246
0
        *pvar = val;
3247
0
        return;
3248
0
    }
3249
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3250
0
}
3251
3252
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3253
55.0k
{
3254
55.0k
    ImGuiContext& g = *GImGui;
3255
55.0k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3256
55.0k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3257
55.0k
    {
3258
55.0k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3259
55.0k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3260
55.0k
        *pvar = val;
3261
55.0k
        return;
3262
55.0k
    }
3263
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3264
0
}
3265
3266
void ImGui::PopStyleVar(int count)
3267
55.0k
{
3268
55.0k
    ImGuiContext& g = *GImGui;
3269
55.0k
    if (g.StyleVarStack.Size < count)
3270
0
    {
3271
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3272
0
        count = g.StyleVarStack.Size;
3273
0
    }
3274
110k
    while (count > 0)
3275
55.0k
    {
3276
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3277
55.0k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3278
55.0k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3279
55.0k
        void* data = info->GetVarPtr(&g.Style);
3280
55.0k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3281
55.0k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3282
55.0k
        g.StyleVarStack.pop_back();
3283
55.0k
        count--;
3284
55.0k
    }
3285
55.0k
}
3286
3287
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3288
0
{
3289
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3290
0
    switch (idx)
3291
0
    {
3292
0
    case ImGuiCol_Text: return "Text";
3293
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3294
0
    case ImGuiCol_WindowBg: return "WindowBg";
3295
0
    case ImGuiCol_ChildBg: return "ChildBg";
3296
0
    case ImGuiCol_PopupBg: return "PopupBg";
3297
0
    case ImGuiCol_Border: return "Border";
3298
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3299
0
    case ImGuiCol_FrameBg: return "FrameBg";
3300
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3301
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3302
0
    case ImGuiCol_TitleBg: return "TitleBg";
3303
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3304
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3305
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3306
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3307
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3308
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3309
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3310
0
    case ImGuiCol_CheckMark: return "CheckMark";
3311
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3312
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3313
0
    case ImGuiCol_Button: return "Button";
3314
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3315
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3316
0
    case ImGuiCol_Header: return "Header";
3317
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3318
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3319
0
    case ImGuiCol_Separator: return "Separator";
3320
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3321
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3322
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3323
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3324
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3325
0
    case ImGuiCol_Tab: return "Tab";
3326
0
    case ImGuiCol_TabHovered: return "TabHovered";
3327
0
    case ImGuiCol_TabActive: return "TabActive";
3328
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3329
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3330
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3331
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3332
0
    case ImGuiCol_PlotLines: return "PlotLines";
3333
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3334
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3335
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3336
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3337
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3338
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3339
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3340
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3341
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3342
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3343
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3344
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3345
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3346
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3347
0
    }
3348
0
    IM_ASSERT(0);
3349
0
    return "Unknown";
3350
0
}
3351
3352
3353
//-----------------------------------------------------------------------------
3354
// [SECTION] RENDER HELPERS
3355
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3356
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3357
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3358
//-----------------------------------------------------------------------------
3359
3360
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3361
220k
{
3362
220k
    const char* text_display_end = text;
3363
220k
    if (!text_end)
3364
220k
        text_end = (const char*)-1;
3365
3366
1.98M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3367
1.76M
        text_display_end++;
3368
220k
    return text_display_end;
3369
220k
}
3370
3371
// Internal ImGui functions to render text
3372
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3373
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3374
0
{
3375
0
    ImGuiContext& g = *GImGui;
3376
0
    ImGuiWindow* window = g.CurrentWindow;
3377
3378
    // Hide anything after a '##' string
3379
0
    const char* text_display_end;
3380
0
    if (hide_text_after_hash)
3381
0
    {
3382
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3383
0
    }
3384
0
    else
3385
0
    {
3386
0
        if (!text_end)
3387
0
            text_end = text + strlen(text); // FIXME-OPT
3388
0
        text_display_end = text_end;
3389
0
    }
3390
3391
0
    if (text != text_display_end)
3392
0
    {
3393
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3394
0
        if (g.LogEnabled)
3395
0
            LogRenderedText(&pos, text, text_display_end);
3396
0
    }
3397
0
}
3398
3399
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3400
0
{
3401
0
    ImGuiContext& g = *GImGui;
3402
0
    ImGuiWindow* window = g.CurrentWindow;
3403
3404
0
    if (!text_end)
3405
0
        text_end = text + strlen(text); // FIXME-OPT
3406
3407
0
    if (text != text_end)
3408
0
    {
3409
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3410
0
        if (g.LogEnabled)
3411
0
            LogRenderedText(&pos, text, text_end);
3412
0
    }
3413
0
}
3414
3415
// Default clip_rect uses (pos_min,pos_max)
3416
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3417
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3418
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3419
// better advantage of the render function taking size into account for coarse clipping.
3420
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3421
110k
{
3422
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3423
110k
    ImVec2 pos = pos_min;
3424
110k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3425
3426
110k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3427
110k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3428
110k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3429
110k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3430
110k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3431
3432
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3433
110k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3434
110k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3435
3436
    // Render
3437
110k
    if (need_clipping)
3438
55.0k
    {
3439
55.0k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3440
55.0k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3441
55.0k
    }
3442
55.0k
    else
3443
55.0k
    {
3444
55.0k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3445
55.0k
    }
3446
110k
}
3447
3448
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3449
110k
{
3450
    // Hide anything after a '##' string
3451
110k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3452
110k
    const int text_len = (int)(text_display_end - text);
3453
110k
    if (text_len == 0)
3454
0
        return;
3455
3456
110k
    ImGuiContext& g = *GImGui;
3457
110k
    ImGuiWindow* window = g.CurrentWindow;
3458
110k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3459
110k
    if (g.LogEnabled)
3460
0
        LogRenderedText(&pos_min, text, text_display_end);
3461
110k
}
3462
3463
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3464
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3465
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3466
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3467
0
{
3468
0
    ImGuiContext& g = *GImGui;
3469
0
    if (text_end_full == NULL)
3470
0
        text_end_full = FindRenderedTextEnd(text);
3471
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3472
3473
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3474
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3475
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3476
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3477
0
    if (text_size.x > pos_max.x - pos_min.x)
3478
0
    {
3479
        // Hello wo...
3480
        // |       |   |
3481
        // min   max   ellipsis_max
3482
        //          <-> this is generally some padding value
3483
3484
0
        const ImFont* font = draw_list->_Data->Font;
3485
0
        const float font_size = draw_list->_Data->FontSize;
3486
0
        const float font_scale = font_size / font->FontSize;
3487
0
        const char* text_end_ellipsis = NULL;
3488
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3489
3490
        // We can now claim the space between pos_max.x and ellipsis_max.x
3491
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3492
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3493
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3494
0
        {
3495
            // Always display at least 1 character if there's no room for character + ellipsis
3496
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3497
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3498
0
        }
3499
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3500
0
        {
3501
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3502
0
            text_end_ellipsis--;
3503
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3504
0
        }
3505
3506
        // Render text, render ellipsis
3507
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3508
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3509
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3510
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3511
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3512
0
    }
3513
0
    else
3514
0
    {
3515
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3516
0
    }
3517
3518
0
    if (g.LogEnabled)
3519
0
        LogRenderedText(&pos_min, text, text_end_full);
3520
0
}
3521
3522
// Render a rectangle shaped with optional rounding and borders
3523
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3524
49.7k
{
3525
49.7k
    ImGuiContext& g = *GImGui;
3526
49.7k
    ImGuiWindow* window = g.CurrentWindow;
3527
49.7k
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3528
49.7k
    const float border_size = g.Style.FrameBorderSize;
3529
49.7k
    if (border && border_size > 0.0f)
3530
49.7k
    {
3531
49.7k
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3532
49.7k
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3533
49.7k
    }
3534
49.7k
}
3535
3536
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3537
0
{
3538
0
    ImGuiContext& g = *GImGui;
3539
0
    ImGuiWindow* window = g.CurrentWindow;
3540
0
    const float border_size = g.Style.FrameBorderSize;
3541
0
    if (border_size > 0.0f)
3542
0
    {
3543
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3544
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3545
0
    }
3546
0
}
3547
3548
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3549
7.55k
{
3550
7.55k
    ImGuiContext& g = *GImGui;
3551
7.55k
    if (id != g.NavId)
3552
4.40k
        return;
3553
3.15k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3554
437
        return;
3555
2.71k
    ImGuiWindow* window = g.CurrentWindow;
3556
2.71k
    if (window->DC.NavHideHighlightOneFrame)
3557
0
        return;
3558
3559
2.71k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3560
2.71k
    ImRect display_rect = bb;
3561
2.71k
    display_rect.ClipWith(window->ClipRect);
3562
2.71k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3563
129
    {
3564
129
        const float THICKNESS = 2.0f;
3565
129
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3566
129
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3567
129
        bool fully_visible = window->ClipRect.Contains(display_rect);
3568
129
        if (!fully_visible)
3569
22
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3570
129
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3571
129
        if (!fully_visible)
3572
22
            window->DrawList->PopClipRect();
3573
129
    }
3574
2.71k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3575
2.58k
    {
3576
2.58k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3577
2.58k
    }
3578
2.71k
}
3579
3580
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3581
0
{
3582
0
    ImGuiContext& g = *GImGui;
3583
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3584
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3585
0
    for (ImGuiViewportP* viewport : g.Viewports)
3586
0
    {
3587
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3588
0
        ImVec2 offset, size, uv[4];
3589
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3590
0
            continue;
3591
0
        const ImVec2 pos = base_pos - offset;
3592
0
        const float scale = base_scale * viewport->DpiScale;
3593
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3594
0
            continue;
3595
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3596
0
        ImTextureID tex_id = font_atlas->TexID;
3597
0
        draw_list->PushTextureID(tex_id);
3598
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3599
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3600
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3601
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3602
0
        draw_list->PopTextureID();
3603
0
    }
3604
0
}
3605
3606
//-----------------------------------------------------------------------------
3607
// [SECTION] INITIALIZATION, SHUTDOWN
3608
//-----------------------------------------------------------------------------
3609
3610
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3611
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3612
ImGuiContext* ImGui::GetCurrentContext()
3613
1
{
3614
1
    return GImGui;
3615
1
}
3616
3617
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3618
1
{
3619
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3620
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3621
#else
3622
1
    GImGui = ctx;
3623
1
#endif
3624
1
}
3625
3626
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3627
0
{
3628
0
    GImAllocatorAllocFunc = alloc_func;
3629
0
    GImAllocatorFreeFunc = free_func;
3630
0
    GImAllocatorUserData = user_data;
3631
0
}
3632
3633
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3634
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3635
0
{
3636
0
    *p_alloc_func = GImAllocatorAllocFunc;
3637
0
    *p_free_func = GImAllocatorFreeFunc;
3638
0
    *p_user_data = GImAllocatorUserData;
3639
0
}
3640
3641
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3642
1
{
3643
1
    ImGuiContext* prev_ctx = GetCurrentContext();
3644
1
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3645
1
    SetCurrentContext(ctx);
3646
1
    Initialize();
3647
1
    if (prev_ctx != NULL)
3648
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3649
1
    return ctx;
3650
1
}
3651
3652
void ImGui::DestroyContext(ImGuiContext* ctx)
3653
0
{
3654
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3655
0
    if (ctx == NULL) //-V1051
3656
0
        ctx = prev_ctx;
3657
0
    SetCurrentContext(ctx);
3658
0
    Shutdown();
3659
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3660
0
    IM_DELETE(ctx);
3661
0
}
3662
3663
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3664
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3665
{
3666
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3667
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3668
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3669
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3670
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3671
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3672
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3673
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3674
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3675
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3676
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3677
};
3678
3679
void ImGui::Initialize()
3680
1
{
3681
1
    ImGuiContext& g = *GImGui;
3682
1
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3683
3684
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3685
1
    {
3686
1
        ImGuiSettingsHandler ini_handler;
3687
1
        ini_handler.TypeName = "Window";
3688
1
        ini_handler.TypeHash = ImHashStr("Window");
3689
1
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3690
1
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3691
1
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3692
1
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3693
1
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3694
1
        AddSettingsHandler(&ini_handler);
3695
1
    }
3696
1
    TableSettingsAddSettingsHandler();
3697
3698
    // Setup default localization table
3699
1
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3700
3701
    // Setup default platform clipboard/IME handlers.
3702
1
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3703
1
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3704
1
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3705
1
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3706
3707
    // Create default viewport
3708
1
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3709
1
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3710
1
    viewport->Idx = 0;
3711
1
    viewport->PlatformWindowCreated = true;
3712
1
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3713
1
    g.Viewports.push_back(viewport);
3714
1
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3715
1
    g.ViewportCreatedCount++;
3716
1
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3717
3718
1
#ifdef IMGUI_HAS_DOCK
3719
    // Initialize Docking
3720
1
    DockContextInitialize(&g);
3721
1
#endif
3722
3723
1
    g.Initialized = true;
3724
1
}
3725
3726
// This function is merely here to free heap allocations.
3727
void ImGui::Shutdown()
3728
0
{
3729
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3730
0
    ImGuiContext& g = *GImGui;
3731
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3732
0
    {
3733
0
        g.IO.Fonts->Locked = false;
3734
0
        IM_DELETE(g.IO.Fonts);
3735
0
    }
3736
0
    g.IO.Fonts = NULL;
3737
0
    g.DrawListSharedData.TempBuffer.clear();
3738
3739
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3740
0
    if (!g.Initialized)
3741
0
        return;
3742
3743
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3744
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3745
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3746
3747
    // Destroy platform windows
3748
0
    DestroyPlatformWindows();
3749
3750
    // Shutdown extensions
3751
0
    DockContextShutdown(&g);
3752
3753
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3754
3755
    // Clear everything else
3756
0
    g.Windows.clear_delete();
3757
0
    g.WindowsFocusOrder.clear();
3758
0
    g.WindowsTempSortBuffer.clear();
3759
0
    g.CurrentWindow = NULL;
3760
0
    g.CurrentWindowStack.clear();
3761
0
    g.WindowsById.Clear();
3762
0
    g.NavWindow = NULL;
3763
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3764
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3765
0
    g.MovingWindow = NULL;
3766
3767
0
    g.KeysRoutingTable.Clear();
3768
3769
0
    g.ColorStack.clear();
3770
0
    g.StyleVarStack.clear();
3771
0
    g.FontStack.clear();
3772
0
    g.OpenPopupStack.clear();
3773
0
    g.BeginPopupStack.clear();
3774
0
    g.NavTreeNodeStack.clear();
3775
3776
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3777
0
    g.Viewports.clear_delete();
3778
3779
0
    g.TabBars.Clear();
3780
0
    g.CurrentTabBarStack.clear();
3781
0
    g.ShrinkWidthBuffer.clear();
3782
3783
0
    g.ClipperTempData.clear_destruct();
3784
3785
0
    g.Tables.Clear();
3786
0
    g.TablesTempData.clear_destruct();
3787
0
    g.DrawChannelsTempMergeBuffer.clear();
3788
3789
0
    g.ClipboardHandlerData.clear();
3790
0
    g.MenusIdSubmittedThisFrame.clear();
3791
0
    g.InputTextState.ClearFreeMemory();
3792
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3793
3794
0
    g.SettingsWindows.clear();
3795
0
    g.SettingsHandlers.clear();
3796
3797
0
    if (g.LogFile)
3798
0
    {
3799
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3800
0
        if (g.LogFile != stdout)
3801
0
#endif
3802
0
            ImFileClose(g.LogFile);
3803
0
        g.LogFile = NULL;
3804
0
    }
3805
0
    g.LogBuffer.clear();
3806
0
    g.DebugLogBuf.clear();
3807
0
    g.DebugLogIndex.clear();
3808
3809
0
    g.Initialized = false;
3810
0
}
3811
3812
// No specific ordering/dependency support, will see as needed
3813
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3814
0
{
3815
0
    ImGuiContext& g = *ctx;
3816
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3817
0
    g.Hooks.push_back(*hook);
3818
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3819
0
    return g.HookIdNext;
3820
0
}
3821
3822
// Deferred removal, avoiding issue with changing vector while iterating it
3823
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3824
0
{
3825
0
    ImGuiContext& g = *ctx;
3826
0
    IM_ASSERT(hook_id != 0);
3827
0
    for (ImGuiContextHook& hook : g.Hooks)
3828
0
        if (hook.HookId == hook_id)
3829
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3830
0
}
3831
3832
// Call context hooks (used by e.g. test engine)
3833
// We assume a small number of hooks so all stored in same array
3834
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3835
330k
{
3836
330k
    ImGuiContext& g = *ctx;
3837
330k
    for (ImGuiContextHook& hook : g.Hooks)
3838
0
        if (hook.Type == hook_type)
3839
0
            hook.Callback(&g, &hook);
3840
330k
}
3841
3842
3843
//-----------------------------------------------------------------------------
3844
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3845
//-----------------------------------------------------------------------------
3846
3847
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3848
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3849
3
{
3850
3
    memset(this, 0, sizeof(*this));
3851
3
    Ctx = ctx;
3852
3
    Name = ImStrdup(name);
3853
3
    NameBufLen = (int)strlen(name) + 1;
3854
3
    ID = ImHashStr(name);
3855
3
    IDStack.push_back(ID);
3856
3
    ViewportAllowPlatformMonitorExtend = -1;
3857
3
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3858
3
    MoveId = GetID("#MOVE");
3859
3
    TabId = GetID("#TAB");
3860
3
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3861
3
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3862
3
    AutoFitFramesX = AutoFitFramesY = -1;
3863
3
    AutoPosLastDirection = ImGuiDir_None;
3864
3
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3865
3
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3866
3
    LastFrameActive = -1;
3867
3
    LastFrameJustFocused = -1;
3868
3
    LastTimeActive = -1.0f;
3869
3
    FontWindowScale = FontDpiScale = 1.0f;
3870
3
    SettingsOffset = -1;
3871
3
    DockOrder = -1;
3872
3
    DrawList = &DrawListInst;
3873
3
    DrawList->_Data = &Ctx->DrawListSharedData;
3874
3
    DrawList->_OwnerName = Name;
3875
3
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3876
3
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3877
3
}
3878
3879
ImGuiWindow::~ImGuiWindow()
3880
0
{
3881
0
    IM_ASSERT(DrawList == &DrawListInst);
3882
0
    IM_DELETE(Name);
3883
0
    ColumnsStorage.clear_destruct();
3884
0
}
3885
3886
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3887
130k
{
3888
130k
    ImGuiID seed = IDStack.back();
3889
130k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3890
130k
    ImGuiContext& g = *Ctx;
3891
130k
    if (g.DebugHookIdInfo == id)
3892
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3893
130k
    return id;
3894
130k
}
3895
3896
ImGuiID ImGuiWindow::GetID(const void* ptr)
3897
0
{
3898
0
    ImGuiID seed = IDStack.back();
3899
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3900
0
    ImGuiContext& g = *Ctx;
3901
0
    if (g.DebugHookIdInfo == id)
3902
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3903
0
    return id;
3904
0
}
3905
3906
ImGuiID ImGuiWindow::GetID(int n)
3907
5.34k
{
3908
5.34k
    ImGuiID seed = IDStack.back();
3909
5.34k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3910
5.34k
    ImGuiContext& g = *Ctx;
3911
5.34k
    if (g.DebugHookIdInfo == id)
3912
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3913
5.34k
    return id;
3914
5.34k
}
3915
3916
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3917
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3918
0
{
3919
0
    ImGuiID seed = IDStack.back();
3920
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3921
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3922
0
    return id;
3923
0
}
3924
3925
static void SetCurrentWindow(ImGuiWindow* window)
3926
230k
{
3927
230k
    ImGuiContext& g = *GImGui;
3928
230k
    g.CurrentWindow = window;
3929
230k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3930
230k
    if (window)
3931
175k
    {
3932
175k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3933
175k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3934
175k
    }
3935
230k
}
3936
3937
void ImGui::GcCompactTransientMiscBuffers()
3938
0
{
3939
0
    ImGuiContext& g = *GImGui;
3940
0
    g.ItemFlagsStack.clear();
3941
0
    g.GroupStack.clear();
3942
0
    TableGcCompactSettings();
3943
0
}
3944
3945
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3946
// Not freed:
3947
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3948
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3949
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3950
3
{
3951
3
    window->MemoryCompacted = true;
3952
3
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3953
3
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3954
3
    window->IDStack.clear();
3955
3
    window->DrawList->_ClearFreeMemory();
3956
3
    window->DC.ChildWindows.clear();
3957
3
    window->DC.ItemWidthStack.clear();
3958
3
    window->DC.TextWrapPosStack.clear();
3959
3
}
3960
3961
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3962
2
{
3963
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3964
    // The other buffers tends to amortize much faster.
3965
2
    window->MemoryCompacted = false;
3966
2
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3967
2
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3968
2
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3969
2
}
3970
3971
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3972
180
{
3973
180
    ImGuiContext& g = *GImGui;
3974
3975
    // Clear previous active id
3976
180
    if (g.ActiveId != 0)
3977
82
    {
3978
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3979
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3980
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3981
82
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3982
0
        {
3983
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3984
0
            g.MovingWindow = NULL;
3985
0
        }
3986
3987
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3988
        // but since this is currently quite an exception we'll leave it as is.
3989
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3990
82
        if (g.InputTextState.ID == g.ActiveId)
3991
0
            InputTextDeactivateHook(g.ActiveId);
3992
82
    }
3993
3994
    // Set active id
3995
180
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3996
180
    if (g.ActiveIdIsJustActivated)
3997
163
    {
3998
163
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3999
163
        g.ActiveIdTimer = 0.0f;
4000
163
        g.ActiveIdHasBeenPressedBefore = false;
4001
163
        g.ActiveIdHasBeenEditedBefore = false;
4002
163
        g.ActiveIdMouseButton = -1;
4003
163
        if (id != 0)
4004
82
        {
4005
82
            g.LastActiveId = id;
4006
82
            g.LastActiveIdTimer = 0.0f;
4007
82
        }
4008
163
    }
4009
180
    g.ActiveId = id;
4010
180
    g.ActiveIdAllowOverlap = false;
4011
180
    g.ActiveIdNoClearOnFocusLoss = false;
4012
180
    g.ActiveIdWindow = window;
4013
180
    g.ActiveIdHasBeenEditedThisFrame = false;
4014
180
    if (id)
4015
82
    {
4016
82
        g.ActiveIdIsAlive = id;
4017
82
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4018
82
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4019
82
    }
4020
4021
    // Clear declaration of inputs claimed by the widget
4022
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4023
180
    g.ActiveIdUsingNavDirMask = 0x00;
4024
180
    g.ActiveIdUsingAllKeyboardKeys = false;
4025
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4026
    g.ActiveIdUsingNavInputMask = 0x00;
4027
#endif
4028
180
}
4029
4030
void ImGui::ClearActiveID()
4031
98
{
4032
98
    SetActiveID(0, NULL); // g.ActiveId = 0;
4033
98
}
4034
4035
void ImGui::SetHoveredID(ImGuiID id)
4036
289
{
4037
289
    ImGuiContext& g = *GImGui;
4038
289
    g.HoveredId = id;
4039
289
    g.HoveredIdAllowOverlap = false;
4040
289
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4041
63
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4042
289
}
4043
4044
ImGuiID ImGui::GetHoveredID()
4045
0
{
4046
0
    ImGuiContext& g = *GImGui;
4047
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4048
0
}
4049
4050
// This is called by ItemAdd().
4051
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4052
void ImGui::KeepAliveID(ImGuiID id)
4053
124k
{
4054
124k
    ImGuiContext& g = *GImGui;
4055
124k
    if (g.ActiveId == id)
4056
438
        g.ActiveIdIsAlive = id;
4057
124k
    if (g.ActiveIdPreviousFrame == id)
4058
437
        g.ActiveIdPreviousFrameIsAlive = true;
4059
124k
}
4060
4061
void ImGui::MarkItemEdited(ImGuiID id)
4062
0
{
4063
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4064
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4065
0
    ImGuiContext& g = *GImGui;
4066
0
    if (g.LockMarkEdited > 0)
4067
0
        return;
4068
0
    if (g.ActiveId == id || g.ActiveId == 0)
4069
0
    {
4070
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4071
0
        g.ActiveIdHasBeenEditedBefore = true;
4072
0
    }
4073
4074
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4075
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4076
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4077
4078
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4079
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4080
0
}
4081
4082
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4083
289
{
4084
    // An active popup disable hovering on other windows (apart from its own children)
4085
    // FIXME-OPT: This could be cached/stored within the window.
4086
289
    ImGuiContext& g = *GImGui;
4087
289
    if (g.NavWindow)
4088
100
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4089
100
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4090
0
            {
4091
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4092
                // NB: The 'else' is important because Modal windows are also Popups.
4093
0
                bool want_inhibit = false;
4094
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4095
0
                    want_inhibit = true;
4096
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4097
0
                    want_inhibit = true;
4098
4099
                // Inhibit hover unless the window is within the stack of our modal/popup
4100
0
                if (want_inhibit)
4101
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4102
0
                        return false;
4103
0
            }
4104
4105
    // Filter by viewport
4106
289
    if (window->Viewport != g.MouseViewport)
4107
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4108
0
            return false;
4109
4110
289
    return true;
4111
289
}
4112
4113
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4114
0
{
4115
0
    ImGuiContext& g = *GImGui;
4116
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4117
0
        return g.Style.HoverDelayNormal;
4118
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4119
0
        return g.Style.HoverDelayShort;
4120
0
    return 0.0f;
4121
0
}
4122
4123
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4124
0
{
4125
    // Allow instance flags to override shared flags
4126
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4127
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4128
0
    return user_flags | shared_flags;
4129
0
}
4130
4131
// This is roughly matching the behavior of internal-facing ItemHoverable()
4132
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4133
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4134
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4135
0
{
4136
0
    ImGuiContext& g = *GImGui;
4137
0
    ImGuiWindow* window = g.CurrentWindow;
4138
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4139
4140
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4141
0
    {
4142
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4143
0
            return false;
4144
0
        if (!IsItemFocused())
4145
0
            return false;
4146
4147
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4148
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4149
0
    }
4150
0
    else
4151
0
    {
4152
        // Test for bounding box overlap, as updated as ItemAdd()
4153
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4154
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4155
0
            return false;
4156
4157
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4158
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4159
4160
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4161
4162
        // Done with rectangle culling so we can perform heavier checks now
4163
        // Test if we are hovering the right window (our window could be behind another window)
4164
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4165
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4166
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4167
        // the test that has been running for a long while.
4168
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4169
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4170
0
                return false;
4171
4172
        // Test if another item is active (e.g. being dragged)
4173
0
        const ImGuiID id = g.LastItemData.ID;
4174
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4175
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4176
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4177
0
                    return false;
4178
4179
        // Test if interactions on this window are blocked by an active popup or modal.
4180
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4181
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4182
0
            return false;
4183
4184
        // Test if the item is disabled
4185
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4186
0
            return false;
4187
4188
        // Special handling for calling after Begin() which represent the title bar or tab.
4189
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4190
        // will never be overwritten so we need to detect the case.
4191
0
        if (id == window->MoveId && window->WriteAccessed)
4192
0
            return false;
4193
4194
        // Test if using AllowOverlap and overlapped
4195
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4196
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4197
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4198
0
                    return false;
4199
0
    }
4200
4201
    // Handle hover delay
4202
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4203
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4204
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4205
0
    {
4206
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4207
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4208
0
            g.HoverItemDelayTimer = 0.0f;
4209
0
        g.HoverItemDelayId = hover_delay_id;
4210
4211
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4212
        // but once unlocked on a given item we also moving.
4213
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4214
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4215
0
            return false;
4216
4217
0
        if (g.HoverItemDelayTimer < delay)
4218
0
            return false;
4219
0
    }
4220
4221
0
    return true;
4222
0
}
4223
4224
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4225
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4226
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4227
// If you used this in your legacy/custom widgets code:
4228
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4229
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4230
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4231
119k
{
4232
119k
    ImGuiContext& g = *GImGui;
4233
119k
    ImGuiWindow* window = g.CurrentWindow;
4234
119k
    if (g.HoveredWindow != window)
4235
118k
        return false;
4236
1.18k
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4237
895
        return false;
4238
4239
291
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4240
0
        return false;
4241
291
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4242
2
        return false;
4243
4244
    // Done with rectangle culling so we can perform heavier checks now.
4245
289
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4246
0
    {
4247
0
        g.HoveredIdDisabled = true;
4248
0
        return false;
4249
0
    }
4250
4251
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4252
    // hover test in widgets code. We could also decide to split this function is two.
4253
289
    if (id != 0)
4254
289
    {
4255
        // Drag source doesn't report as hovered
4256
289
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4257
0
            return false;
4258
4259
289
        SetHoveredID(id);
4260
4261
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4262
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4263
289
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4264
0
        {
4265
0
            g.HoveredIdAllowOverlap = true;
4266
0
            if (g.HoveredIdPreviousFrame != id)
4267
0
                return false;
4268
0
        }
4269
289
    }
4270
4271
    // When disabled we'll return false but still set HoveredId
4272
289
    if (item_flags & ImGuiItemFlags_Disabled)
4273
0
    {
4274
        // Release active id if turning disabled
4275
0
        if (g.ActiveId == id && id != 0)
4276
0
            ClearActiveID();
4277
0
        g.HoveredIdDisabled = true;
4278
0
        return false;
4279
0
    }
4280
4281
289
    if (id != 0)
4282
289
    {
4283
        // [DEBUG] Item Picker tool!
4284
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4285
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4286
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4287
289
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4288
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4289
289
        if (g.DebugItemPickerBreakId == id)
4290
0
            IM_DEBUG_BREAK();
4291
289
    }
4292
4293
289
    if (g.NavDisableMouseHover)
4294
27
        return false;
4295
4296
262
    return true;
4297
289
}
4298
4299
// FIXME: This is inlined/duplicated in ItemAdd()
4300
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4301
0
{
4302
0
    ImGuiContext& g = *GImGui;
4303
0
    ImGuiWindow* window = g.CurrentWindow;
4304
0
    if (!bb.Overlaps(window->ClipRect))
4305
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4306
0
            if (!g.LogEnabled)
4307
0
                return true;
4308
0
    return false;
4309
0
}
4310
4311
// This is also inlined in ItemAdd()
4312
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4313
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4314
115k
{
4315
115k
    ImGuiContext& g = *GImGui;
4316
115k
    g.LastItemData.ID = item_id;
4317
115k
    g.LastItemData.InFlags = in_flags;
4318
115k
    g.LastItemData.StatusFlags = item_flags;
4319
115k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4320
115k
}
4321
4322
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4323
0
{
4324
0
    if (wrap_pos_x < 0.0f)
4325
0
        return 0.0f;
4326
4327
0
    ImGuiContext& g = *GImGui;
4328
0
    ImGuiWindow* window = g.CurrentWindow;
4329
0
    if (wrap_pos_x == 0.0f)
4330
0
    {
4331
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4332
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4333
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4334
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4335
        //else
4336
0
        wrap_pos_x = window->WorkRect.Max.x;
4337
0
    }
4338
0
    else if (wrap_pos_x > 0.0f)
4339
0
    {
4340
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4341
0
    }
4342
4343
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4344
0
}
4345
4346
// IM_ALLOC() == ImGui::MemAlloc()
4347
void* ImGui::MemAlloc(size_t size)
4348
1.23k
{
4349
1.23k
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4350
1.23k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4351
1.23k
    if (ImGuiContext* ctx = GImGui)
4352
1.23k
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4353
1.23k
#endif
4354
1.23k
    return ptr;
4355
1.23k
}
4356
4357
// IM_FREE() == ImGui::MemFree()
4358
void ImGui::MemFree(void* ptr)
4359
1.19k
{
4360
1.19k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4361
1.19k
    if (ptr != NULL)
4362
1.18k
        if (ImGuiContext* ctx = GImGui)
4363
1.18k
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4364
1.19k
#endif
4365
1.19k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4366
1.19k
}
4367
4368
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4369
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4370
2.41k
{
4371
2.41k
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4372
2.41k
    IM_UNUSED(ptr);
4373
2.41k
    if (entry->FrameCount != frame_count)
4374
38
    {
4375
38
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4376
38
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4377
38
        entry->FrameCount = frame_count;
4378
38
        entry->AllocCount = entry->FreeCount = 0;
4379
38
    }
4380
2.41k
    if (size != (size_t)-1)
4381
1.23k
    {
4382
1.23k
        entry->AllocCount++;
4383
1.23k
        info->TotalAllocCount++;
4384
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4385
1.23k
    }
4386
1.18k
    else
4387
1.18k
    {
4388
1.18k
        entry->FreeCount++;
4389
1.18k
        info->TotalFreeCount++;
4390
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4391
1.18k
    }
4392
2.41k
}
4393
4394
const char* ImGui::GetClipboardText()
4395
0
{
4396
0
    ImGuiContext& g = *GImGui;
4397
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4398
0
}
4399
4400
void ImGui::SetClipboardText(const char* text)
4401
0
{
4402
0
    ImGuiContext& g = *GImGui;
4403
0
    if (g.IO.SetClipboardTextFn)
4404
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4405
0
}
4406
4407
const char* ImGui::GetVersion()
4408
0
{
4409
0
    return IMGUI_VERSION;
4410
0
}
4411
4412
ImGuiIO& ImGui::GetIO()
4413
158k
{
4414
158k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4415
158k
    return GImGui->IO;
4416
158k
}
4417
4418
ImGuiPlatformIO& ImGui::GetPlatformIO()
4419
0
{
4420
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4421
0
    return GImGui->PlatformIO;
4422
0
}
4423
4424
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4425
ImDrawData* ImGui::GetDrawData()
4426
55.0k
{
4427
55.0k
    ImGuiContext& g = *GImGui;
4428
55.0k
    ImGuiViewportP* viewport = g.Viewports[0];
4429
55.0k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4430
55.0k
}
4431
4432
double ImGui::GetTime()
4433
0
{
4434
0
    return GImGui->Time;
4435
0
}
4436
4437
int ImGui::GetFrameCount()
4438
0
{
4439
0
    return GImGui->FrameCount;
4440
0
}
4441
4442
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4443
0
{
4444
    // Create the draw list on demand, because they are not frequently used for all viewports
4445
0
    ImGuiContext& g = *GImGui;
4446
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4447
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4448
0
    if (draw_list == NULL)
4449
0
    {
4450
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4451
0
        draw_list->_OwnerName = drawlist_name;
4452
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4453
0
    }
4454
4455
    // Our ImDrawList system requires that there is always a command
4456
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4457
0
    {
4458
0
        draw_list->_ResetForNewFrame();
4459
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4460
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4461
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4462
0
    }
4463
0
    return draw_list;
4464
0
}
4465
4466
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4467
0
{
4468
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4469
0
}
4470
4471
ImDrawList* ImGui::GetBackgroundDrawList()
4472
0
{
4473
0
    ImGuiContext& g = *GImGui;
4474
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4475
0
}
4476
4477
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4478
0
{
4479
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4480
0
}
4481
4482
ImDrawList* ImGui::GetForegroundDrawList()
4483
0
{
4484
0
    ImGuiContext& g = *GImGui;
4485
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4486
0
}
4487
4488
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4489
0
{
4490
0
    return &GImGui->DrawListSharedData;
4491
0
}
4492
4493
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4494
50
{
4495
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4496
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4497
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4498
50
    ImGuiContext& g = *GImGui;
4499
50
    FocusWindow(window);
4500
50
    SetActiveID(window->MoveId, window);
4501
50
    g.NavDisableHighlight = true;
4502
50
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4503
50
    g.ActiveIdNoClearOnFocusLoss = true;
4504
50
    SetActiveIdUsingAllKeyboardKeys();
4505
4506
50
    bool can_move_window = true;
4507
50
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4508
0
        can_move_window = false;
4509
50
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4510
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4511
0
            can_move_window = false;
4512
50
    if (can_move_window)
4513
50
        g.MovingWindow = window;
4514
50
}
4515
4516
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4517
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4518
1
{
4519
1
    ImGuiContext& g = *GImGui;
4520
1
    bool can_undock_node = false;
4521
1
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4522
0
    {
4523
        // Can undock if:
4524
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4525
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4526
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4527
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4528
0
            can_undock_node = true;
4529
0
    }
4530
4531
1
    const bool clicked = IsMouseClicked(0);
4532
1
    const bool dragging = IsMouseDragging(0);
4533
1
    if (can_undock_node && dragging)
4534
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4535
1
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4536
1
        StartMouseMovingWindow(window);
4537
1
}
4538
4539
// Handle mouse moving window
4540
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4541
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4542
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4543
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4544
void ImGui::UpdateMouseMovingWindowNewFrame()
4545
55.0k
{
4546
55.0k
    ImGuiContext& g = *GImGui;
4547
55.0k
    if (g.MovingWindow != NULL)
4548
244
    {
4549
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4550
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4551
244
        KeepAliveID(g.ActiveId);
4552
244
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4553
244
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4554
4555
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4556
244
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4557
244
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4558
194
        {
4559
194
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4560
194
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4561
72
            {
4562
72
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4563
72
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4564
0
                {
4565
0
                    moving_window->Viewport->Pos = pos;
4566
0
                    moving_window->Viewport->UpdateWorkRect();
4567
0
                }
4568
72
            }
4569
194
            FocusWindow(g.MovingWindow);
4570
194
        }
4571
50
        else
4572
50
        {
4573
50
            if (!window_disappared)
4574
50
            {
4575
                // Try to merge the window back into the main viewport.
4576
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4577
50
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4578
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4579
4580
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4581
50
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4582
50
                    g.MouseViewport = moving_window->Viewport;
4583
4584
                // Clear the NoInput window flag set by the Viewport system
4585
50
                if (moving_window->Viewport)
4586
50
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4587
50
            }
4588
4589
50
            g.MovingWindow = NULL;
4590
50
            ClearActiveID();
4591
50
        }
4592
244
    }
4593
54.7k
    else
4594
54.7k
    {
4595
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4596
54.7k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4597
0
        {
4598
0
            KeepAliveID(g.ActiveId);
4599
0
            if (!g.IO.MouseDown[0])
4600
0
                ClearActiveID();
4601
0
        }
4602
54.7k
    }
4603
55.0k
}
4604
4605
// Initiate moving window when clicking on empty space or title bar.
4606
// Handle left-click and right-click focus.
4607
void ImGui::UpdateMouseMovingWindowEndFrame()
4608
55.0k
{
4609
55.0k
    ImGuiContext& g = *GImGui;
4610
55.0k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4611
485
        return;
4612
4613
    // Unless we just made a window/popup appear
4614
54.5k
    if (g.NavWindow && g.NavWindow->Appearing)
4615
5
        return;
4616
4617
    // Click on empty space to focus window and start moving
4618
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4619
54.5k
    if (g.IO.MouseClicked[0])
4620
1.56k
    {
4621
        // Handle the edge case of a popup being closed while clicking in its empty space.
4622
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4623
1.56k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4624
1.56k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4625
4626
1.56k
        if (root_window != NULL && !is_closed_popup)
4627
49
        {
4628
49
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4629
4630
            // Cancel moving if clicked outside of title bar
4631
49
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4632
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4633
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4634
0
                        g.MovingWindow = NULL;
4635
4636
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4637
49
            if (g.HoveredIdDisabled)
4638
0
                g.MovingWindow = NULL;
4639
49
        }
4640
1.51k
        else if (root_window == NULL && g.NavWindow != NULL)
4641
75
        {
4642
            // Clicking on void disable focus
4643
75
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4644
75
        }
4645
1.56k
    }
4646
4647
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4648
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4649
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4650
54.5k
    if (g.IO.MouseClicked[1])
4651
563
    {
4652
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4653
        // This is where we can trim the popup stack.
4654
563
        ImGuiWindow* modal = GetTopMostPopupModal();
4655
563
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4656
563
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4657
563
    }
4658
54.5k
}
4659
4660
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4661
// Need to keep in sync with SetWindowPos()
4662
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4663
0
{
4664
0
    window->Pos += delta;
4665
0
    window->ClipRect.Translate(delta);
4666
0
    window->OuterRectClipped.Translate(delta);
4667
0
    window->InnerRect.Translate(delta);
4668
0
    window->DC.CursorPos += delta;
4669
0
    window->DC.CursorStartPos += delta;
4670
0
    window->DC.CursorMaxPos += delta;
4671
0
    window->DC.IdealMaxPos += delta;
4672
0
}
4673
4674
static void ScaleWindow(ImGuiWindow* window, float scale)
4675
0
{
4676
0
    ImVec2 origin = window->Viewport->Pos;
4677
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4678
0
    window->Size = ImTrunc(window->Size * scale);
4679
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4680
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4681
0
}
4682
4683
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4684
170k
{
4685
170k
    return (window->Active) && (!window->Hidden);
4686
170k
}
4687
4688
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4689
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4690
55.0k
{
4691
55.0k
    ImGuiContext& g = *GImGui;
4692
55.0k
    ImGuiIO& io = g.IO;
4693
55.0k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4694
4695
    // Find the window hovered by mouse:
4696
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4697
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4698
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4699
55.0k
    bool clear_hovered_windows = false;
4700
55.0k
    FindHoveredWindow();
4701
55.0k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4702
4703
    // Modal windows prevents mouse from hovering behind them.
4704
55.0k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4705
55.0k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4706
0
        clear_hovered_windows = true;
4707
4708
    // Disabled mouse?
4709
55.0k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4710
0
        clear_hovered_windows = true;
4711
4712
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4713
    // won't report hovering nor request capture even while dragging over our windows afterward.
4714
55.0k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4715
55.0k
    const bool has_open_modal = (modal_window != NULL);
4716
55.0k
    int mouse_earliest_down = -1;
4717
55.0k
    bool mouse_any_down = false;
4718
330k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4719
275k
    {
4720
275k
        if (io.MouseClicked[i])
4721
3.06k
        {
4722
3.06k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4723
3.06k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4724
3.06k
        }
4725
275k
        mouse_any_down |= io.MouseDown[i];
4726
275k
        if (io.MouseDown[i])
4727
24.1k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4728
20.2k
                mouse_earliest_down = i;
4729
275k
    }
4730
55.0k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4731
55.0k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4732
4733
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4734
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4735
55.0k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4736
55.0k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4737
17.0k
        clear_hovered_windows = true;
4738
4739
55.0k
    if (clear_hovered_windows)
4740
17.0k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4741
4742
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4743
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4744
55.0k
    if (g.WantCaptureMouseNextFrame != -1)
4745
0
    {
4746
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4747
0
    }
4748
55.0k
    else
4749
55.0k
    {
4750
55.0k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4751
55.0k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4752
55.0k
    }
4753
4754
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4755
55.0k
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4756
55.0k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4757
2.61k
        io.WantCaptureKeyboard = true;
4758
55.0k
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4759
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4760
4761
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4762
55.0k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4763
55.0k
}
4764
4765
void ImGui::NewFrame()
4766
55.0k
{
4767
55.0k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4768
55.0k
    ImGuiContext& g = *GImGui;
4769
4770
    // Remove pending delete hooks before frame start.
4771
    // This deferred removal avoid issues of removal while iterating the hook vector
4772
55.0k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4773
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4774
0
            g.Hooks.erase(&g.Hooks[n]);
4775
4776
55.0k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4777
4778
    // Check and assert for various common IO and Configuration mistakes
4779
55.0k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4780
55.0k
    ErrorCheckNewFrameSanityChecks();
4781
55.0k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4782
4783
    // Load settings on first frame, save settings when modified (after a delay)
4784
55.0k
    UpdateSettings();
4785
4786
55.0k
    g.Time += g.IO.DeltaTime;
4787
55.0k
    g.WithinFrameScope = true;
4788
55.0k
    g.FrameCount += 1;
4789
55.0k
    g.TooltipOverrideCount = 0;
4790
55.0k
    g.WindowsActiveCount = 0;
4791
55.0k
    g.MenusIdSubmittedThisFrame.resize(0);
4792
4793
    // Calculate frame-rate for the user, as a purely luxurious feature
4794
55.0k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4795
55.0k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4796
55.0k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4797
55.0k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4798
55.0k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4799
4800
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4801
55.0k
    g.InputEventsTrail.resize(0);
4802
55.0k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4803
4804
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4805
55.0k
    UpdateViewportsNewFrame();
4806
4807
    // Setup current font and draw list shared data
4808
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4809
55.0k
    g.IO.Fonts->Locked = true;
4810
55.0k
    SetCurrentFont(GetDefaultFont());
4811
55.0k
    IM_ASSERT(g.Font->IsLoaded());
4812
55.0k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4813
55.0k
    for (ImGuiViewportP* viewport : g.Viewports)
4814
55.0k
        virtual_space.Add(viewport->GetMainRect());
4815
55.0k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4816
55.0k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4817
55.0k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4818
55.0k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4819
55.0k
    if (g.Style.AntiAliasedLines)
4820
55.0k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4821
55.0k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4822
55.0k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4823
55.0k
    if (g.Style.AntiAliasedFill)
4824
55.0k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4825
55.0k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4826
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4827
4828
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4829
55.0k
    for (ImGuiViewportP* viewport : g.Viewports)
4830
55.0k
    {
4831
55.0k
        viewport->DrawData = NULL;
4832
55.0k
        viewport->DrawDataP.Valid = false;
4833
55.0k
    }
4834
4835
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4836
55.0k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4837
93
        KeepAliveID(g.DragDropPayload.SourceId);
4838
4839
    // Update HoveredId data
4840
55.0k
    if (!g.HoveredIdPreviousFrame)
4841
54.7k
        g.HoveredIdTimer = 0.0f;
4842
55.0k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4843
54.8k
        g.HoveredIdNotActiveTimer = 0.0f;
4844
55.0k
    if (g.HoveredId)
4845
289
        g.HoveredIdTimer += g.IO.DeltaTime;
4846
55.0k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4847
188
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4848
55.0k
    g.HoveredIdPreviousFrame = g.HoveredId;
4849
55.0k
    g.HoveredId = 0;
4850
55.0k
    g.HoveredIdAllowOverlap = false;
4851
55.0k
    g.HoveredIdDisabled = false;
4852
4853
    // Clear ActiveID if the item is not alive anymore.
4854
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4855
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4856
55.0k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4857
0
    {
4858
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4859
0
        ClearActiveID();
4860
0
    }
4861
4862
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4863
55.0k
    if (g.ActiveId)
4864
346
        g.ActiveIdTimer += g.IO.DeltaTime;
4865
55.0k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4866
55.0k
    g.ActiveIdPreviousFrame = g.ActiveId;
4867
55.0k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4868
55.0k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4869
55.0k
    g.ActiveIdIsAlive = 0;
4870
55.0k
    g.ActiveIdHasBeenEditedThisFrame = false;
4871
55.0k
    g.ActiveIdPreviousFrameIsAlive = false;
4872
55.0k
    g.ActiveIdIsJustActivated = false;
4873
55.0k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4874
0
        g.TempInputId = 0;
4875
55.0k
    if (g.ActiveId == 0)
4876
54.6k
    {
4877
54.6k
        g.ActiveIdUsingNavDirMask = 0x00;
4878
54.6k
        g.ActiveIdUsingAllKeyboardKeys = false;
4879
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4880
        g.ActiveIdUsingNavInputMask = 0x00;
4881
#endif
4882
54.6k
    }
4883
4884
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4885
    if (g.ActiveId == 0)
4886
        g.ActiveIdUsingNavInputMask = 0;
4887
    else if (g.ActiveIdUsingNavInputMask != 0)
4888
    {
4889
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4890
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4891
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4892
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4893
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4894
            IM_ASSERT(0); // Other values unsupported
4895
    }
4896
#endif
4897
4898
    // Record when we have been stationary as this state is preserved while over same item.
4899
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4900
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4901
55.0k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4902
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4903
55.0k
    else if (g.HoverItemDelayId == 0)
4904
55.0k
        g.HoverItemUnlockedStationaryId = 0;
4905
55.0k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4906
496
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4907
54.5k
    else if (g.HoveredWindow == NULL)
4908
54.1k
        g.HoverWindowUnlockedStationaryId = 0;
4909
4910
    // Update hover delay for IsItemHovered() with delays and tooltips
4911
55.0k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4912
55.0k
    if (g.HoverItemDelayId != 0)
4913
0
    {
4914
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4915
0
        g.HoverItemDelayClearTimer = 0.0f;
4916
0
        g.HoverItemDelayId = 0;
4917
0
    }
4918
55.0k
    else if (g.HoverItemDelayTimer > 0.0f)
4919
0
    {
4920
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4921
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4922
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4923
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4924
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4925
0
    }
4926
4927
    // Drag and drop
4928
55.0k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4929
55.0k
    g.DragDropAcceptIdCurr = 0;
4930
55.0k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4931
55.0k
    g.DragDropWithinSource = false;
4932
55.0k
    g.DragDropWithinTarget = false;
4933
55.0k
    g.DragDropHoldJustPressedId = 0;
4934
4935
    // Close popups on focus lost (currently wip/opt-in)
4936
    //if (g.IO.AppFocusLost)
4937
    //    ClosePopupsExceptModals();
4938
4939
    // Update keyboard input state
4940
55.0k
    UpdateKeyboardInputs();
4941
4942
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4943
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4944
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4945
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4946
4947
    // Update gamepad/keyboard navigation
4948
55.0k
    NavUpdate();
4949
4950
    // Update mouse input state
4951
55.0k
    UpdateMouseInputs();
4952
4953
    // Undocking
4954
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4955
55.0k
    DockContextNewFrameUpdateUndocking(&g);
4956
4957
    // Find hovered window
4958
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4959
55.0k
    UpdateHoveredWindowAndCaptureFlags();
4960
4961
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4962
55.0k
    UpdateMouseMovingWindowNewFrame();
4963
4964
    // Background darkening/whitening
4965
55.0k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4966
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4967
55.0k
    else
4968
55.0k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4969
4970
55.0k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4971
55.0k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4972
4973
    // Platform IME data: reset for the frame
4974
55.0k
    g.PlatformImeDataPrev = g.PlatformImeData;
4975
55.0k
    g.PlatformImeData.WantVisible = false;
4976
4977
    // Mouse wheel scrolling, scale
4978
55.0k
    UpdateMouseWheel();
4979
4980
    // Mark all windows as not visible and compact unused memory.
4981
55.0k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4982
55.0k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4983
55.0k
    for (ImGuiWindow* window : g.Windows)
4984
165k
    {
4985
165k
        window->WasActive = window->Active;
4986
165k
        window->Active = false;
4987
165k
        window->WriteAccessed = false;
4988
165k
        window->BeginCountPreviousFrame = window->BeginCount;
4989
165k
        window->BeginCount = 0;
4990
4991
        // Garbage collect transient buffers of recently unused windows
4992
165k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4993
3
            GcCompactTransientWindowBuffers(window);
4994
165k
    }
4995
4996
    // Garbage collect transient buffers of recently unused tables
4997
55.0k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4998
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4999
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
5000
55.0k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
5001
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
5002
0
            TableGcCompactTransientBuffers(&table_temp_data);
5003
55.0k
    if (g.GcCompactAll)
5004
0
        GcCompactTransientMiscBuffers();
5005
55.0k
    g.GcCompactAll = false;
5006
5007
    // Closing the focused window restore focus to the first active root window in descending z-order
5008
55.0k
    if (g.NavWindow && !g.NavWindow->WasActive)
5009
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
5010
5011
    // No window should be open at the beginning of the frame.
5012
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
5013
55.0k
    g.CurrentWindowStack.resize(0);
5014
55.0k
    g.BeginPopupStack.resize(0);
5015
55.0k
    g.ItemFlagsStack.resize(0);
5016
55.0k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
5017
55.0k
    g.GroupStack.resize(0);
5018
5019
    // Docking
5020
55.0k
    DockContextNewFrameUpdateDocking(&g);
5021
5022
    // [DEBUG] Update debug features
5023
55.0k
    UpdateDebugToolItemPicker();
5024
55.0k
    UpdateDebugToolStackQueries();
5025
55.0k
    UpdateDebugToolFlashStyleColor();
5026
55.0k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5027
0
        g.DebugLocateId = 0;
5028
55.0k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
5029
0
    {
5030
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
5031
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
5032
0
    }
5033
5034
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5035
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5036
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5037
55.0k
    g.WithinFrameScopeWithImplicitWindow = true;
5038
55.0k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5039
55.0k
    Begin("Debug##Default");
5040
55.0k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5041
5042
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5043
    // allowing to validate correct Begin/End behavior in user code.
5044
55.0k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5045
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5046
55.0k
    else
5047
55.0k
        g.DebugBeginReturnValueCullDepth = -1;
5048
5049
55.0k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5050
55.0k
}
5051
5052
// FIXME: Add a more explicit sort order in the window structure.
5053
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5054
0
{
5055
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5056
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5057
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5058
0
        return d;
5059
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5060
0
        return d;
5061
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5062
0
}
5063
5064
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5065
165k
{
5066
165k
    out_sorted_windows->push_back(window);
5067
165k
    if (window->Active)
5068
60.3k
    {
5069
60.3k
        int count = window->DC.ChildWindows.Size;
5070
60.3k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5071
65.7k
        for (int i = 0; i < count; i++)
5072
5.34k
        {
5073
5.34k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5074
5.34k
            if (child->Active)
5075
5.34k
                AddWindowToSortBuffer(out_sorted_windows, child);
5076
5.34k
        }
5077
60.3k
    }
5078
165k
}
5079
5080
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5081
60.3k
{
5082
60.3k
    ImGuiContext& g = *GImGui;
5083
60.3k
    ImGuiViewportP* viewport = window->Viewport;
5084
60.3k
    IM_ASSERT(viewport != NULL);
5085
60.3k
    g.IO.MetricsRenderWindows++;
5086
60.3k
    if (window->DrawList->_Splitter._Count > 1)
5087
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5088
60.3k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5089
60.3k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5090
5.34k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5091
5.33k
            AddWindowToDrawData(child, layer);
5092
60.3k
}
5093
5094
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5095
55.0k
{
5096
55.0k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5097
55.0k
}
5098
5099
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5100
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5101
55.0k
{
5102
55.0k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5103
55.0k
}
5104
5105
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5106
55.0k
{
5107
55.0k
    int n = builder->Layers[0]->Size;
5108
55.0k
    int full_size = n;
5109
110k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5110
55.0k
        full_size += builder->Layers[i]->Size;
5111
55.0k
    builder->Layers[0]->resize(full_size);
5112
110k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5113
55.0k
    {
5114
55.0k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5115
55.0k
        if (layer->empty())
5116
55.0k
            continue;
5117
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5118
0
        n += layer->Size;
5119
0
        layer->resize(0);
5120
0
    }
5121
55.0k
}
5122
5123
static void InitViewportDrawData(ImGuiViewportP* viewport)
5124
55.0k
{
5125
55.0k
    ImGuiIO& io = ImGui::GetIO();
5126
55.0k
    ImDrawData* draw_data = &viewport->DrawDataP;
5127
5128
55.0k
    viewport->DrawData = draw_data; // Make publicly accessible
5129
55.0k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5130
55.0k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5131
55.0k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5132
55.0k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5133
5134
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5135
    // and to allow applications/backends to easily skip rendering.
5136
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5137
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5138
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5139
55.0k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5140
5141
55.0k
    draw_data->Valid = true;
5142
55.0k
    draw_data->CmdListsCount = 0;
5143
55.0k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5144
55.0k
    draw_data->DisplayPos = viewport->Pos;
5145
55.0k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5146
55.0k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5147
55.0k
    draw_data->OwnerViewport = viewport;
5148
55.0k
}
5149
5150
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5151
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5152
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5153
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5154
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5155
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5156
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5157
230k
{
5158
230k
    ImGuiWindow* window = GetCurrentWindow();
5159
230k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5160
230k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5161
230k
}
5162
5163
void ImGui::PopClipRect()
5164
115k
{
5165
115k
    ImGuiWindow* window = GetCurrentWindow();
5166
115k
    window->DrawList->PopClipRect();
5167
115k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5168
115k
}
5169
5170
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5171
0
{
5172
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5173
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5174
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5175
0
    return window;
5176
0
}
5177
5178
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5179
0
{
5180
0
    if ((col & IM_COL32_A_MASK) == 0)
5181
0
        return;
5182
5183
0
    ImGuiViewportP* viewport = window->Viewport;
5184
0
    ImRect viewport_rect = viewport->GetMainRect();
5185
5186
    // Draw behind window by moving the draw command at the FRONT of the draw list
5187
0
    {
5188
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5189
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5190
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5191
0
        draw_list->ChannelsMerge();
5192
0
        if (draw_list->CmdBuffer.Size == 0)
5193
0
            draw_list->AddDrawCmd();
5194
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5195
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5196
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5197
0
        IM_ASSERT(cmd.ElemCount == 6);
5198
0
        draw_list->CmdBuffer.pop_back();
5199
0
        draw_list->CmdBuffer.push_front(cmd);
5200
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5201
0
        draw_list->PopClipRect();
5202
0
    }
5203
5204
    // Draw over sibling docking nodes in a same docking tree
5205
0
    if (window->RootWindow->DockIsActive)
5206
0
    {
5207
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5208
0
        draw_list->ChannelsMerge();
5209
0
        if (draw_list->CmdBuffer.Size == 0)
5210
0
            draw_list->AddDrawCmd();
5211
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5212
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5213
0
        draw_list->PopClipRect();
5214
0
    }
5215
0
}
5216
5217
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5218
0
{
5219
0
    ImGuiContext& g = *GImGui;
5220
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5221
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5222
0
    {
5223
0
        ImGuiWindow* window = g.Windows[i];
5224
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5225
0
            continue;
5226
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5227
0
            break;
5228
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5229
0
            bottom_most_visible_window = window;
5230
0
    }
5231
0
    return bottom_most_visible_window;
5232
0
}
5233
5234
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5235
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5236
static void ImGui::RenderDimmedBackgrounds()
5237
55.0k
{
5238
55.0k
    ImGuiContext& g = *GImGui;
5239
55.0k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5240
55.0k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5241
55.0k
        return;
5242
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5243
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5244
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5245
0
        return;
5246
5247
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5248
0
    if (dim_bg_for_modal)
5249
0
    {
5250
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5251
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5252
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5253
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5254
0
    }
5255
0
    else if (dim_bg_for_window_list)
5256
0
    {
5257
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5258
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5259
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5260
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5261
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5262
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5263
5264
        // Draw border around CTRL+Tab target window
5265
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5266
0
        ImGuiViewport* viewport = window->Viewport;
5267
0
        float distance = g.FontSize;
5268
0
        ImRect bb = window->Rect();
5269
0
        bb.Expand(distance);
5270
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5271
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5272
0
        window->DrawList->ChannelsMerge();
5273
0
        if (window->DrawList->CmdBuffer.Size == 0)
5274
0
            window->DrawList->AddDrawCmd();
5275
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5276
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5277
0
        window->DrawList->PopClipRect();
5278
0
    }
5279
5280
    // Draw dimming background on _other_ viewports than the ones our windows are in
5281
0
    for (ImGuiViewportP* viewport : g.Viewports)
5282
0
    {
5283
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5284
0
            continue;
5285
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5286
0
            continue;
5287
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5288
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5289
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5290
0
    }
5291
0
}
5292
5293
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5294
void ImGui::EndFrame()
5295
110k
{
5296
110k
    ImGuiContext& g = *GImGui;
5297
110k
    IM_ASSERT(g.Initialized);
5298
5299
    // Don't process EndFrame() multiple times.
5300
110k
    if (g.FrameCountEnded == g.FrameCount)
5301
55.0k
        return;
5302
55.0k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5303
5304
55.0k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5305
5306
55.0k
    ErrorCheckEndFrameSanityChecks();
5307
5308
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5309
55.0k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5310
55.0k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5311
0
    {
5312
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5313
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5314
0
        if (viewport == NULL)
5315
0
            viewport = GetMainViewport();
5316
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5317
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5318
        {
5319
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5320
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5321
            viewport->PlatformHandleRaw = NULL;
5322
        }
5323
        else
5324
#endif
5325
0
        {
5326
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5327
0
        }
5328
0
    }
5329
5330
    // Hide implicit/fallback "Debug" window if it hasn't been used
5331
55.0k
    g.WithinFrameScopeWithImplicitWindow = false;
5332
55.0k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5333
55.0k
        g.CurrentWindow->Active = false;
5334
55.0k
    End();
5335
5336
    // Update navigation: CTRL+Tab, wrap-around requests
5337
55.0k
    NavEndFrame();
5338
5339
    // Update docking
5340
55.0k
    DockContextEndFrame(&g);
5341
5342
55.0k
    SetCurrentViewport(NULL, NULL);
5343
5344
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5345
55.0k
    if (g.DragDropActive)
5346
130
    {
5347
130
        bool is_delivered = g.DragDropPayload.Delivery;
5348
130
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5349
130
        if (is_delivered || is_elapsed)
5350
19
            ClearDragDrop();
5351
130
    }
5352
5353
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5354
55.0k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5355
0
    {
5356
0
        g.DragDropWithinSource = true;
5357
0
        SetTooltip("...");
5358
0
        g.DragDropWithinSource = false;
5359
0
    }
5360
5361
    // End frame
5362
55.0k
    g.WithinFrameScope = false;
5363
55.0k
    g.FrameCountEnded = g.FrameCount;
5364
5365
    // Initiate moving window + handle left-click and right-click focus
5366
55.0k
    UpdateMouseMovingWindowEndFrame();
5367
5368
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5369
55.0k
    UpdateViewportsEndFrame();
5370
5371
    // Sort the window list so that all child windows are after their parent
5372
    // We cannot do that on FocusWindow() because children may not exist yet
5373
55.0k
    g.WindowsTempSortBuffer.resize(0);
5374
55.0k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5375
55.0k
    for (ImGuiWindow* window : g.Windows)
5376
165k
    {
5377
165k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5378
5.34k
            continue;
5379
159k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5380
159k
    }
5381
5382
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5383
55.0k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5384
55.0k
    g.Windows.swap(g.WindowsTempSortBuffer);
5385
55.0k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5386
5387
    // Unlock font atlas
5388
55.0k
    g.IO.Fonts->Locked = false;
5389
5390
    // Clear Input data for next frame
5391
55.0k
    g.IO.MousePosPrev = g.IO.MousePos;
5392
55.0k
    g.IO.AppFocusLost = false;
5393
55.0k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5394
55.0k
    g.IO.InputQueueCharacters.resize(0);
5395
5396
55.0k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5397
55.0k
}
5398
5399
// Prepare the data for rendering so you can call GetDrawData()
5400
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5401
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5402
void ImGui::Render()
5403
55.0k
{
5404
55.0k
    ImGuiContext& g = *GImGui;
5405
55.0k
    IM_ASSERT(g.Initialized);
5406
5407
55.0k
    if (g.FrameCountEnded != g.FrameCount)
5408
55.0k
        EndFrame();
5409
55.0k
    if (g.FrameCountRendered == g.FrameCount)
5410
0
        return;
5411
55.0k
    g.FrameCountRendered = g.FrameCount;
5412
5413
55.0k
    g.IO.MetricsRenderWindows = 0;
5414
55.0k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5415
5416
    // Add background ImDrawList (for each active viewport)
5417
55.0k
    for (ImGuiViewportP* viewport : g.Viewports)
5418
55.0k
    {
5419
55.0k
        InitViewportDrawData(viewport);
5420
55.0k
        if (viewport->BgFgDrawLists[0] != NULL)
5421
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5422
55.0k
    }
5423
5424
    // Draw modal/window whitening backgrounds
5425
55.0k
    RenderDimmedBackgrounds();
5426
5427
    // Add ImDrawList to render
5428
55.0k
    ImGuiWindow* windows_to_render_top_most[2];
5429
55.0k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5430
55.0k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5431
55.0k
    for (ImGuiWindow* window : g.Windows)
5432
165k
    {
5433
165k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5434
165k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5435
55.0k
            AddRootWindowToDrawData(window);
5436
165k
    }
5437
165k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5438
110k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5439
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5440
5441
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5442
55.0k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5443
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5444
5445
    // Setup ImDrawData structures for end-user
5446
55.0k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5447
55.0k
    for (ImGuiViewportP* viewport : g.Viewports)
5448
55.0k
    {
5449
55.0k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5450
5451
        // Add foreground ImDrawList (for each active viewport)
5452
55.0k
        if (viewport->BgFgDrawLists[1] != NULL)
5453
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5454
5455
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5456
55.0k
        ImDrawData* draw_data = &viewport->DrawDataP;
5457
55.0k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5458
55.0k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5459
60.2k
            draw_list->_PopUnusedDrawCmd();
5460
5461
55.0k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5462
55.0k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5463
55.0k
    }
5464
5465
55.0k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5466
55.0k
}
5467
5468
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5469
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5470
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5471
110k
{
5472
110k
    ImGuiContext& g = *GImGui;
5473
5474
110k
    const char* text_display_end;
5475
110k
    if (hide_text_after_double_hash)
5476
110k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5477
0
    else
5478
0
        text_display_end = text_end;
5479
5480
110k
    ImFont* font = g.Font;
5481
110k
    const float font_size = g.FontSize;
5482
110k
    if (text == text_display_end)
5483
0
        return ImVec2(0.0f, font_size);
5484
110k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5485
5486
    // Round
5487
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5488
    // FIXME: Investigate using ceilf or e.g.
5489
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5490
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5491
110k
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5492
5493
110k
    return text_size;
5494
110k
}
5495
5496
// Find window given position, search front-to-back
5497
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5498
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5499
// called, aka before the next Begin(). Moving window isn't affected.
5500
static void FindHoveredWindow()
5501
55.0k
{
5502
55.0k
    ImGuiContext& g = *GImGui;
5503
5504
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5505
55.0k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5506
55.0k
    if (g.MovingWindow)
5507
244
        g.MovingWindow->Viewport = g.MouseViewport;
5508
5509
55.0k
    ImGuiWindow* hovered_window = NULL;
5510
55.0k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5511
55.0k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5512
244
        hovered_window = g.MovingWindow;
5513
5514
55.0k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5515
55.0k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5516
218k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5517
164k
    {
5518
164k
        ImGuiWindow* window = g.Windows[i];
5519
164k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5520
164k
        if (!window->Active || window->Hidden)
5521
103k
            continue;
5522
60.3k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5523
0
            continue;
5524
60.3k
        IM_ASSERT(window->Viewport);
5525
60.3k
        if (window->Viewport != g.MouseViewport)
5526
0
            continue;
5527
5528
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5529
60.3k
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5530
60.3k
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5531
59.3k
            continue;
5532
5533
        // Support for one rectangular hole in any given window
5534
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5535
1.05k
        if (window->HitTestHoleSize.x != 0)
5536
0
        {
5537
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5538
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5539
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5540
0
                continue;
5541
0
        }
5542
5543
1.05k
        if (hovered_window == NULL)
5544
912
            hovered_window = window;
5545
1.05k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5546
1.05k
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5547
912
            hovered_window_ignoring_moving_window = window;
5548
1.05k
        if (hovered_window && hovered_window_ignoring_moving_window)
5549
912
            break;
5550
1.05k
    }
5551
5552
55.0k
    g.HoveredWindow = hovered_window;
5553
55.0k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5554
5555
55.0k
    if (g.MovingWindow)
5556
244
        g.MovingWindow->Viewport = moving_window_viewport;
5557
55.0k
}
5558
5559
bool ImGui::IsItemActive()
5560
110k
{
5561
110k
    ImGuiContext& g = *GImGui;
5562
110k
    if (g.ActiveId)
5563
623
        return g.ActiveId == g.LastItemData.ID;
5564
109k
    return false;
5565
110k
}
5566
5567
bool ImGui::IsItemActivated()
5568
0
{
5569
0
    ImGuiContext& g = *GImGui;
5570
0
    if (g.ActiveId)
5571
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5572
0
            return true;
5573
0
    return false;
5574
0
}
5575
5576
bool ImGui::IsItemDeactivated()
5577
0
{
5578
0
    ImGuiContext& g = *GImGui;
5579
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5580
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5581
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5582
0
}
5583
5584
bool ImGui::IsItemDeactivatedAfterEdit()
5585
0
{
5586
0
    ImGuiContext& g = *GImGui;
5587
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5588
0
}
5589
5590
// == GetItemID() == GetFocusID()
5591
bool ImGui::IsItemFocused()
5592
0
{
5593
0
    ImGuiContext& g = *GImGui;
5594
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5595
0
        return false;
5596
5597
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5598
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5599
0
    ImGuiWindow* window = g.CurrentWindow;
5600
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5601
0
        return false;
5602
5603
0
    return true;
5604
0
}
5605
5606
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5607
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5608
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5609
0
{
5610
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5611
0
}
5612
5613
bool ImGui::IsItemToggledOpen()
5614
0
{
5615
0
    ImGuiContext& g = *GImGui;
5616
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5617
0
}
5618
5619
bool ImGui::IsItemToggledSelection()
5620
0
{
5621
0
    ImGuiContext& g = *GImGui;
5622
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5623
0
}
5624
5625
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5626
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5627
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5628
bool ImGui::IsAnyItemHovered()
5629
0
{
5630
0
    ImGuiContext& g = *GImGui;
5631
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5632
0
}
5633
5634
bool ImGui::IsAnyItemActive()
5635
0
{
5636
0
    ImGuiContext& g = *GImGui;
5637
0
    return g.ActiveId != 0;
5638
0
}
5639
5640
bool ImGui::IsAnyItemFocused()
5641
0
{
5642
0
    ImGuiContext& g = *GImGui;
5643
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5644
0
}
5645
5646
bool ImGui::IsItemVisible()
5647
0
{
5648
0
    ImGuiContext& g = *GImGui;
5649
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5650
0
}
5651
5652
bool ImGui::IsItemEdited()
5653
0
{
5654
0
    ImGuiContext& g = *GImGui;
5655
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5656
0
}
5657
5658
// Allow next item to be overlapped by subsequent items.
5659
// This works by requiring HoveredId to match for two subsequent frames,
5660
// so if a following items overwrite it our interactions will naturally be disabled.
5661
void ImGui::SetNextItemAllowOverlap()
5662
0
{
5663
0
    ImGuiContext& g = *GImGui;
5664
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5665
0
}
5666
5667
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5668
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5669
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5670
void ImGui::SetItemAllowOverlap()
5671
{
5672
    ImGuiContext& g = *GImGui;
5673
    ImGuiID id = g.LastItemData.ID;
5674
    if (g.HoveredId == id)
5675
        g.HoveredIdAllowOverlap = true;
5676
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5677
        g.ActiveIdAllowOverlap = true;
5678
}
5679
#endif
5680
5681
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5682
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5683
245
{
5684
245
    ImGuiContext& g = *GImGui;
5685
245
    IM_ASSERT(g.ActiveId != 0);
5686
245
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5687
245
    g.ActiveIdUsingAllKeyboardKeys = true;
5688
245
    NavMoveRequestCancel();
5689
245
}
5690
5691
ImGuiID ImGui::GetItemID()
5692
0
{
5693
0
    ImGuiContext& g = *GImGui;
5694
0
    return g.LastItemData.ID;
5695
0
}
5696
5697
ImVec2 ImGui::GetItemRectMin()
5698
0
{
5699
0
    ImGuiContext& g = *GImGui;
5700
0
    return g.LastItemData.Rect.Min;
5701
0
}
5702
5703
ImVec2 ImGui::GetItemRectMax()
5704
0
{
5705
0
    ImGuiContext& g = *GImGui;
5706
0
    return g.LastItemData.Rect.Max;
5707
0
}
5708
5709
ImVec2 ImGui::GetItemRectSize()
5710
0
{
5711
0
    ImGuiContext& g = *GImGui;
5712
0
    return g.LastItemData.Rect.GetSize();
5713
0
}
5714
5715
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5716
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'.
5717
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5718
5.34k
{
5719
5.34k
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5720
5.34k
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5721
5.34k
}
5722
5723
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5724
0
{
5725
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5726
0
}
5727
5728
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5729
5.34k
{
5730
5.34k
    ImGuiContext& g = *GImGui;
5731
5.34k
    ImGuiWindow* parent_window = g.CurrentWindow;
5732
5.34k
    IM_ASSERT(id != 0);
5733
5734
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5735
5.34k
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5736
5.34k
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5737
5.34k
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5738
5.34k
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5739
5.34k
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5740
0
    {
5741
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5742
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5743
0
    }
5744
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5745
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5746
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5747
#endif
5748
5.34k
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5749
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5750
5.34k
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5751
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5752
5753
    // Set window flags
5754
5.34k
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5755
5.34k
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5756
5.34k
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5757
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5758
5.34k
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5759
5.34k
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5760
5761
    // Special framed style
5762
5.34k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5763
0
    {
5764
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5765
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5766
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5767
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5768
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5769
0
        window_flags |= ImGuiWindowFlags_NoMove;
5770
0
    }
5771
5772
    // Forward child flags
5773
5.34k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5774
5.34k
    g.NextWindowData.ChildFlags = child_flags;
5775
5776
    // Forward size
5777
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5778
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5779
5.34k
    const ImVec2 size_avail = GetContentRegionAvail();
5780
5.34k
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5781
5.34k
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5782
5.34k
    SetNextWindowSize(size);
5783
5784
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5785
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5786
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5787
5.34k
    const char* temp_window_name;
5788
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5789
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5790
    else*/
5791
5.34k
    if (name)
5792
5.34k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5793
0
    else
5794
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5795
5796
    // Set style
5797
5.34k
    const float backup_border_size = g.Style.ChildBorderSize;
5798
5.34k
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5799
2.65k
        g.Style.ChildBorderSize = 0.0f;
5800
5801
    // Begin into window
5802
5.34k
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5803
5804
    // Restore style
5805
5.34k
    g.Style.ChildBorderSize = backup_border_size;
5806
5.34k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5807
0
    {
5808
0
        PopStyleVar(3);
5809
0
        PopStyleColor();
5810
0
    }
5811
5812
5.34k
    ImGuiWindow* child_window = g.CurrentWindow;
5813
5.34k
    child_window->ChildId = id;
5814
5815
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5816
    // While this is not really documented/defined, it seems that the expected thing to do.
5817
5.34k
    if (child_window->BeginCount == 1)
5818
5.34k
        parent_window->DC.CursorPos = child_window->Pos;
5819
5820
    // Process navigation-in immediately so NavInit can run on first frame
5821
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5822
5.34k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5823
5.34k
    if (g.ActiveId == temp_id_for_activation)
5824
1
        ClearActiveID();
5825
5.34k
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5826
1
    {
5827
1
        FocusWindow(child_window);
5828
1
        NavInitWindow(child_window, false);
5829
1
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5830
1
        g.ActiveIdSource = g.NavInputSource;
5831
1
    }
5832
5.34k
    return ret;
5833
5.34k
}
5834
5835
void ImGui::EndChild()
5836
5.34k
{
5837
5.34k
    ImGuiContext& g = *GImGui;
5838
5.34k
    ImGuiWindow* child_window = g.CurrentWindow;
5839
5840
5.34k
    IM_ASSERT(g.WithinEndChild == false);
5841
5.34k
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5842
5843
5.34k
    g.WithinEndChild = true;
5844
5.34k
    ImVec2 child_size = child_window->Size;
5845
5.34k
    End();
5846
5.34k
    if (child_window->BeginCount == 1)
5847
5.34k
    {
5848
5.34k
        ImGuiWindow* parent_window = g.CurrentWindow;
5849
5.34k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5850
5.34k
        ItemSize(child_size);
5851
5.34k
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5852
4.53k
        {
5853
4.53k
            ItemAdd(bb, child_window->ChildId);
5854
4.53k
            RenderNavHighlight(bb, child_window->ChildId);
5855
5856
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5857
4.53k
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5858
3.02k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5859
4.53k
        }
5860
810
        else
5861
810
        {
5862
            // Not navigable into
5863
810
            ItemAdd(bb, 0);
5864
5865
            // But when flattened we directly reach items, adjust active layer mask accordingly
5866
810
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5867
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5868
810
        }
5869
5.34k
        if (g.HoveredWindow == child_window)
5870
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5871
5.34k
    }
5872
5.34k
    g.WithinEndChild = false;
5873
5.34k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5874
5.34k
}
5875
5876
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5877
16
{
5878
16
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5879
16
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5880
16
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5881
16
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5882
16
}
5883
5884
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5885
115k
{
5886
115k
    ImGuiContext& g = *GImGui;
5887
115k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5888
115k
}
5889
5890
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5891
115k
{
5892
115k
    ImGuiID id = ImHashStr(name);
5893
115k
    return FindWindowByID(id);
5894
115k
}
5895
5896
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5897
0
{
5898
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5899
0
    window->ViewportPos = main_viewport->Pos;
5900
0
    if (settings->ViewportId)
5901
0
    {
5902
0
        window->ViewportId = settings->ViewportId;
5903
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5904
0
    }
5905
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5906
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5907
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5908
0
    window->Collapsed = settings->Collapsed;
5909
0
    window->DockId = settings->DockId;
5910
0
    window->DockOrder = settings->DockOrder;
5911
0
}
5912
5913
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5914
115k
{
5915
115k
    ImGuiContext& g = *GImGui;
5916
5917
115k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5918
115k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5919
115k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5920
2
    {
5921
2
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5922
2
        g.WindowsFocusOrder.push_back(window);
5923
2
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5924
2
    }
5925
115k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5926
0
    {
5927
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5928
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5929
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5930
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5931
0
        window->FocusOrder = -1;
5932
0
    }
5933
115k
    window->IsExplicitChild = new_is_explicit_child;
5934
115k
}
5935
5936
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5937
3
{
5938
    // Initial window state with e.g. default/arbitrary window position
5939
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5940
3
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5941
3
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5942
3
    window->Size = window->SizeFull = ImVec2(0, 0);
5943
3
    window->ViewportPos = main_viewport->Pos;
5944
3
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5945
5946
3
    if (settings != NULL)
5947
0
    {
5948
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5949
0
        ApplyWindowSettings(window, settings);
5950
0
    }
5951
3
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5952
5953
3
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5954
0
    {
5955
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5956
0
        window->AutoFitOnlyGrows = false;
5957
0
    }
5958
3
    else
5959
3
    {
5960
3
        if (window->Size.x <= 0.0f)
5961
3
            window->AutoFitFramesX = 2;
5962
3
        if (window->Size.y <= 0.0f)
5963
3
            window->AutoFitFramesY = 2;
5964
3
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5965
3
    }
5966
3
}
5967
5968
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5969
3
{
5970
    // Create window the first time
5971
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5972
3
    ImGuiContext& g = *GImGui;
5973
3
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5974
3
    window->Flags = flags;
5975
3
    g.WindowsById.SetVoidPtr(window->ID, window);
5976
5977
3
    ImGuiWindowSettings* settings = NULL;
5978
3
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5979
2
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5980
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5981
5982
3
    InitOrLoadWindowSettings(window, settings);
5983
5984
3
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5985
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5986
3
    else
5987
3
        g.Windows.push_back(window);
5988
5989
3
    return window;
5990
3
}
5991
5992
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5993
0
{
5994
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5995
0
}
5996
5997
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5998
330k
{
5999
330k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
6000
330k
}
6001
6002
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
6003
346k
{
6004
    // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
6005
    // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
6006
346k
    ImGuiContext& g = *GImGui;
6007
346k
    ImVec2 size_min;
6008
346k
    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
6009
16.0k
    {
6010
16.0k
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
6011
16.0k
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
6012
16.0k
    }
6013
330k
    else
6014
330k
    {
6015
330k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
6016
330k
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6017
330k
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6018
330k
        size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
6019
330k
    }
6020
346k
    return size_min;
6021
346k
}
6022
6023
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
6024
230k
{
6025
230k
    ImGuiContext& g = *GImGui;
6026
230k
    ImVec2 new_size = size_desired;
6027
230k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6028
0
    {
6029
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6030
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6031
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6032
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6033
0
        if (g.NextWindowData.SizeCallback)
6034
0
        {
6035
0
            ImGuiSizeCallbackData data;
6036
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6037
0
            data.Pos = window->Pos;
6038
0
            data.CurrentSize = window->SizeFull;
6039
0
            data.DesiredSize = new_size;
6040
0
            g.NextWindowData.SizeCallback(&data);
6041
0
            new_size = data.DesiredSize;
6042
0
        }
6043
0
        new_size.x = IM_TRUNC(new_size.x);
6044
0
        new_size.y = IM_TRUNC(new_size.y);
6045
0
    }
6046
6047
    // Minimum size
6048
230k
    ImVec2 size_min = CalcWindowMinSize(window);
6049
230k
    return ImMax(new_size, size_min);
6050
230k
}
6051
6052
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6053
115k
{
6054
115k
    bool preserve_old_content_sizes = false;
6055
115k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6056
49.6k
        preserve_old_content_sizes = true;
6057
65.7k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6058
4
        preserve_old_content_sizes = true;
6059
115k
    if (preserve_old_content_sizes)
6060
49.7k
    {
6061
49.7k
        *content_size_current = window->ContentSize;
6062
49.7k
        *content_size_ideal = window->ContentSizeIdeal;
6063
49.7k
        return;
6064
49.7k
    }
6065
6066
65.7k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6067
65.7k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6068
65.7k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6069
65.7k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6070
65.7k
}
6071
6072
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6073
115k
{
6074
115k
    ImGuiContext& g = *GImGui;
6075
115k
    ImGuiStyle& style = g.Style;
6076
115k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6077
115k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6078
115k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6079
115k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6080
115k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6081
0
    {
6082
        // Tooltip always resize
6083
0
        return size_desired;
6084
0
    }
6085
115k
    else
6086
115k
    {
6087
        // Maximum window size is determined by the viewport size or monitor size
6088
115k
        ImVec2 size_min = CalcWindowMinSize(window);
6089
115k
        ImVec2 size_max = (window->ViewportOwned || (window->Flags & ImGuiWindowFlags_ChildWindow)) ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6090
115k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6091
115k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6092
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6093
115k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6094
6095
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6096
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6097
115k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6098
115k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6099
115k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6100
115k
        if (will_have_scrollbar_x)
6101
5.34k
            size_auto_fit.y += style.ScrollbarSize;
6102
115k
        if (will_have_scrollbar_y)
6103
41
            size_auto_fit.x += style.ScrollbarSize;
6104
115k
        return size_auto_fit;
6105
115k
    }
6106
115k
}
6107
6108
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6109
0
{
6110
0
    ImVec2 size_contents_current;
6111
0
    ImVec2 size_contents_ideal;
6112
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6113
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6114
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6115
0
    return size_final;
6116
0
}
6117
6118
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6119
65.7k
{
6120
65.7k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6121
0
        return ImGuiCol_PopupBg;
6122
65.7k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6123
5.34k
        return ImGuiCol_ChildBg;
6124
60.3k
    return ImGuiCol_WindowBg;
6125
65.7k
}
6126
6127
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6128
0
{
6129
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6130
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6131
0
    ImVec2 size_expected = pos_max - pos_min;
6132
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6133
0
    *out_pos = pos_min;
6134
0
    if (corner_norm.x == 0.0f)
6135
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6136
0
    if (corner_norm.y == 0.0f)
6137
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6138
0
    *out_size = size_constrained;
6139
0
}
6140
6141
// Data for resizing from resize grip / corner
6142
struct ImGuiResizeGripDef
6143
{
6144
    ImVec2  CornerPosN;
6145
    ImVec2  InnerDir;
6146
    int     AngleMin12, AngleMax12;
6147
};
6148
static const ImGuiResizeGripDef resize_grip_def[4] =
6149
{
6150
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6151
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6152
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6153
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6154
};
6155
6156
// Data for resizing from borders
6157
struct ImGuiResizeBorderDef
6158
{
6159
    ImVec2  InnerDir;               // Normal toward inside
6160
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6161
    float   OuterAngle;             // Angle toward outside
6162
};
6163
static const ImGuiResizeBorderDef resize_border_def[4] =
6164
{
6165
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6166
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6167
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6168
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6169
};
6170
6171
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6172
0
{
6173
0
    ImRect rect = window->Rect();
6174
0
    if (thickness == 0.0f)
6175
0
        rect.Max -= ImVec2(1, 1);
6176
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6177
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6178
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6179
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6180
0
    IM_ASSERT(0);
6181
0
    return ImRect();
6182
0
}
6183
6184
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6185
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6186
0
{
6187
0
    IM_ASSERT(n >= 0 && n < 4);
6188
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6189
0
    id = ImHashStr("#RESIZE", 0, id);
6190
0
    id = ImHashData(&n, sizeof(int), id);
6191
0
    return id;
6192
0
}
6193
6194
// Borders (Left, Right, Up, Down)
6195
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6196
0
{
6197
0
    IM_ASSERT(dir >= 0 && dir < 4);
6198
0
    int n = (int)dir + 4;
6199
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6200
0
    id = ImHashStr("#RESIZE", 0, id);
6201
0
    id = ImHashData(&n, sizeof(int), id);
6202
0
    return id;
6203
0
}
6204
6205
// Handle resize for: Resize Grips, Borders, Gamepad
6206
// Return true when using auto-fit (double-click on resize grip)
6207
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6208
65.7k
{
6209
65.7k
    ImGuiContext& g = *GImGui;
6210
65.7k
    ImGuiWindowFlags flags = window->Flags;
6211
6212
65.7k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6213
5.34k
        return false;
6214
60.3k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6215
55.0k
        return false;
6216
6217
5.34k
    int ret_auto_fit_mask = 0x00;
6218
5.34k
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6219
5.34k
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6220
5.34k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6221
6222
5.34k
    ImRect clamp_rect = visibility_rect;
6223
5.34k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6224
5.34k
    if (window_move_from_title_bar)
6225
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6226
6227
5.34k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6228
5.34k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6229
6230
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6231
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6232
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6233
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6234
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6235
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6236
5.34k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6237
5.34k
    if (clip_with_viewport_rect)
6238
5.34k
        window->ClipRect = window->Viewport->GetMainRect();
6239
6240
    // Resize grips and borders are on layer 1
6241
5.34k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6242
6243
    // Manual resize grips
6244
5.34k
    PushID("#RESIZE");
6245
10.6k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6246
5.34k
    {
6247
5.34k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6248
5.34k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6249
6250
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6251
5.34k
        bool hovered, held;
6252
5.34k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6253
5.34k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6254
5.34k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6255
5.34k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6256
5.34k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6257
5.34k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6258
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6259
5.34k
        if (hovered || held)
6260
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6261
6262
5.34k
        if (held && g.IO.MouseDoubleClicked[0])
6263
0
        {
6264
            // Auto-fit when double-clicking
6265
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6266
0
            ret_auto_fit_mask = 0x03; // Both axises
6267
0
            ClearActiveID();
6268
0
        }
6269
5.34k
        else if (held)
6270
0
        {
6271
            // Resize from any of the four corners
6272
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6273
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6274
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6275
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6276
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6277
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6278
0
        }
6279
6280
        // Only lower-left grip is visible before hovering/activating
6281
5.34k
        if (resize_grip_n == 0 || held || hovered)
6282
5.34k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6283
5.34k
    }
6284
6285
5.34k
    int resize_border_mask = 0x00;
6286
5.34k
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6287
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6288
5.34k
    else
6289
5.34k
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6290
26.7k
    for (int border_n = 0; border_n < 4; border_n++)
6291
21.3k
    {
6292
21.3k
        if ((resize_border_mask & (1 << border_n)) == 0)
6293
21.3k
            continue;
6294
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6295
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6296
6297
0
        bool hovered, held;
6298
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6299
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6300
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6301
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6302
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6303
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6304
0
            hovered = false;
6305
0
        if (hovered || held)
6306
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6307
0
        if (held && g.IO.MouseDoubleClicked[0])
6308
0
        {
6309
            // Double-clicking bottom or right border auto-fit on this axis
6310
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6311
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6312
0
            {
6313
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6314
0
                ret_auto_fit_mask |= (1 << axis);
6315
0
                hovered = held = false; // So border doesn't show highlighted at new position
6316
0
            }
6317
0
            ClearActiveID();
6318
0
        }
6319
0
        else if (held)
6320
0
        {
6321
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6322
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6323
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6324
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6325
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6326
0
            {
6327
0
                g.WindowResizeBorderExpectedRect = border_rect;
6328
0
                g.WindowResizeRelativeMode = false;
6329
0
            }
6330
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6331
0
                g.WindowResizeRelativeMode = true;
6332
6333
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6334
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6335
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6336
6337
            // Use absolute mode position
6338
0
            ImVec2 border_target = window->Pos;
6339
0
            border_target[axis] = border_target_abs_mode_for_axis;
6340
6341
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6342
0
            bool ignore_resize = false;
6343
0
            if (g.WindowResizeRelativeMode)
6344
0
            {
6345
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6346
0
                border_target[axis] = border_target_rel_mode_for_axis;
6347
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6348
0
                    ignore_resize = true;
6349
0
            }
6350
6351
            // Clamp, apply
6352
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6353
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6354
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6355
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6356
0
            {
6357
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6358
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6359
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6360
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6361
0
            }
6362
0
            if (!ignore_resize)
6363
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6364
0
        }
6365
0
        if (hovered)
6366
0
            *border_hovered = border_n;
6367
0
        if (held)
6368
0
            *border_held = border_n;
6369
0
    }
6370
5.34k
    PopID();
6371
6372
    // Restore nav layer
6373
5.34k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6374
6375
    // Navigation resize (keyboard/gamepad)
6376
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6377
    // Not even sure the callback works here.
6378
5.34k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6379
0
    {
6380
0
        ImVec2 nav_resize_dir;
6381
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6382
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6383
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6384
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6385
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6386
0
        {
6387
0
            const float NAV_RESIZE_SPEED = 600.0f;
6388
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6389
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6390
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6391
0
            g.NavWindowingToggleLayer = false;
6392
0
            g.NavDisableMouseHover = true;
6393
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6394
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6395
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6396
0
            {
6397
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6398
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6399
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6400
0
            }
6401
0
        }
6402
0
    }
6403
6404
    // Apply back modified position/size to window
6405
5.34k
    if (size_target.x != FLT_MAX)
6406
0
        window->Size.x = window->SizeFull.x = size_target.x;
6407
5.34k
    if (size_target.y != FLT_MAX)
6408
0
        window->Size.y = window->SizeFull.y = size_target.y;
6409
5.34k
    if (pos_target.x != FLT_MAX)
6410
0
        window->Pos.x = ImTrunc(pos_target.x);
6411
5.34k
    if (pos_target.y != FLT_MAX)
6412
0
        window->Pos.y = ImTrunc(pos_target.y);
6413
5.34k
    if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX)
6414
0
        MarkIniSettingsDirty(window);
6415
6416
    // Recalculate next expected border expected coordinates
6417
5.34k
    if (*border_held != -1)
6418
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6419
6420
5.34k
    return ret_auto_fit_mask;
6421
60.3k
}
6422
6423
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6424
110k
{
6425
110k
    ImGuiContext& g = *GImGui;
6426
110k
    ImVec2 size_for_clamping = window->Size;
6427
110k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6428
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6429
110k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6430
110k
}
6431
6432
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6433
65.7k
{
6434
65.7k
    ImGuiContext& g = *GImGui;
6435
65.7k
    float rounding = window->WindowRounding;
6436
65.7k
    float border_size = window->WindowBorderSize;
6437
65.7k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6438
63.0k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6439
6440
65.7k
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6441
0
    {
6442
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6443
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6444
0
        const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6445
0
        const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6446
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6447
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6448
0
        window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
6449
0
    }
6450
65.7k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6451
0
    {
6452
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6453
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6454
0
    }
6455
65.7k
}
6456
6457
// Draw background and borders
6458
// Draw and handle scrollbars
6459
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6460
115k
{
6461
115k
    ImGuiContext& g = *GImGui;
6462
115k
    ImGuiStyle& style = g.Style;
6463
115k
    ImGuiWindowFlags flags = window->Flags;
6464
6465
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6466
115k
    IM_ASSERT(window->BeginCount == 0);
6467
115k
    window->SkipItems = false;
6468
6469
    // Draw window + handle manual resize
6470
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6471
115k
    const float window_rounding = window->WindowRounding;
6472
115k
    const float window_border_size = window->WindowBorderSize;
6473
115k
    if (window->Collapsed)
6474
49.7k
    {
6475
        // Title bar only
6476
49.7k
        const float backup_border_size = style.FrameBorderSize;
6477
49.7k
        g.Style.FrameBorderSize = window->WindowBorderSize;
6478
49.7k
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6479
49.7k
        if (window->ViewportOwned)
6480
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6481
49.7k
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6482
49.7k
        g.Style.FrameBorderSize = backup_border_size;
6483
49.7k
    }
6484
65.7k
    else
6485
65.7k
    {
6486
        // Window background
6487
65.7k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6488
65.7k
        {
6489
65.7k
            bool is_docking_transparent_payload = false;
6490
65.7k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6491
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6492
0
                    is_docking_transparent_payload = true;
6493
6494
65.7k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6495
65.7k
            if (window->ViewportOwned)
6496
0
            {
6497
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6498
0
                if (is_docking_transparent_payload)
6499
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6500
0
            }
6501
65.7k
            else
6502
65.7k
            {
6503
                // Adjust alpha. For docking
6504
65.7k
                bool override_alpha = false;
6505
65.7k
                float alpha = 1.0f;
6506
65.7k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6507
0
                {
6508
0
                    alpha = g.NextWindowData.BgAlphaVal;
6509
0
                    override_alpha = true;
6510
0
                }
6511
65.7k
                if (is_docking_transparent_payload)
6512
0
                {
6513
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6514
0
                    override_alpha = true;
6515
0
                }
6516
65.7k
                if (override_alpha)
6517
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6518
65.7k
            }
6519
6520
            // Render, for docked windows and host windows we ensure bg goes before decorations
6521
65.7k
            if (window->DockIsActive)
6522
0
                window->DockNode->LastBgColor = bg_col;
6523
65.7k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6524
65.7k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6525
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6526
65.7k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6527
65.7k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6528
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6529
65.7k
        }
6530
65.7k
        if (window->DockIsActive)
6531
0
            window->DockNode->IsBgDrawnThisFrame = true;
6532
6533
        // Title bar
6534
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6535
        // in order for their pos/size to be matching their undocking state.)
6536
65.7k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6537
60.3k
        {
6538
60.3k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6539
60.3k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6540
60.3k
        }
6541
6542
        // Menu bar
6543
65.7k
        if (flags & ImGuiWindowFlags_MenuBar)
6544
0
        {
6545
0
            ImRect menu_bar_rect = window->MenuBarRect();
6546
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6547
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6548
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6549
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6550
0
        }
6551
6552
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6553
65.7k
        ImGuiDockNode* node = window->DockNode;
6554
65.7k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6555
0
        {
6556
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6557
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6558
0
            ImVec2 p = node->Pos;
6559
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6560
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6561
0
            KeepAliveID(unhide_id);
6562
0
            bool hovered, held;
6563
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6564
0
                node->WantHiddenTabBarToggle = true;
6565
0
            else if (held && IsMouseDragging(0))
6566
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6567
6568
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6569
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6570
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6571
0
        }
6572
6573
        // Scrollbars
6574
65.7k
        if (window->ScrollbarX)
6575
5.34k
            Scrollbar(ImGuiAxis_X);
6576
65.7k
        if (window->ScrollbarY)
6577
4.46k
            Scrollbar(ImGuiAxis_Y);
6578
6579
        // Render resize grips (after their input handling so we don't have a frame of latency)
6580
65.7k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6581
60.3k
        {
6582
120k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6583
60.3k
            {
6584
60.3k
                const ImU32 col = resize_grip_col[resize_grip_n];
6585
60.3k
                if ((col & IM_COL32_A_MASK) == 0)
6586
55.0k
                    continue;
6587
5.34k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6588
5.34k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6589
5.34k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6590
5.34k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6591
5.34k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6592
5.34k
                window->DrawList->PathFillConvex(col);
6593
5.34k
            }
6594
60.3k
        }
6595
6596
        // Borders (for dock node host they will be rendered over after the tab bar)
6597
65.7k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6598
65.7k
            RenderWindowOuterBorders(window);
6599
65.7k
    }
6600
115k
}
6601
6602
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6603
// Render title text, collapse button, close button
6604
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6605
110k
{
6606
110k
    ImGuiContext& g = *GImGui;
6607
110k
    ImGuiStyle& style = g.Style;
6608
110k
    ImGuiWindowFlags flags = window->Flags;
6609
6610
110k
    const bool has_close_button = (p_open != NULL);
6611
110k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6612
6613
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6614
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6615
110k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6616
110k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6617
110k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6618
6619
    // Layout buttons
6620
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6621
110k
    float pad_l = style.FramePadding.x;
6622
110k
    float pad_r = style.FramePadding.x;
6623
110k
    float button_sz = g.FontSize;
6624
110k
    ImVec2 close_button_pos;
6625
110k
    ImVec2 collapse_button_pos;
6626
110k
    if (has_close_button)
6627
0
    {
6628
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6629
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6630
0
    }
6631
110k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6632
0
    {
6633
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6634
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6635
0
    }
6636
110k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6637
110k
    {
6638
110k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6639
110k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6640
110k
    }
6641
6642
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6643
110k
    if (has_collapse_button)
6644
110k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6645
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6646
6647
    // Close button
6648
110k
    if (has_close_button)
6649
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6650
0
            *p_open = false;
6651
6652
110k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6653
110k
    g.CurrentItemFlags = item_flags_backup;
6654
6655
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6656
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6657
110k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6658
110k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6659
6660
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6661
    // while uncentered title text will still reach edges correctly.
6662
110k
    if (pad_l > style.FramePadding.x)
6663
110k
        pad_l += g.Style.ItemInnerSpacing.x;
6664
110k
    if (pad_r > style.FramePadding.x)
6665
0
        pad_r += g.Style.ItemInnerSpacing.x;
6666
110k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6667
0
    {
6668
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6669
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6670
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6671
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6672
0
    }
6673
6674
110k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6675
110k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6676
110k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6677
0
    {
6678
0
        ImVec2 marker_pos;
6679
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6680
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6681
0
        if (marker_pos.x > layout_r.Min.x)
6682
0
        {
6683
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6684
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6685
0
        }
6686
0
    }
6687
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6688
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6689
110k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6690
110k
}
6691
6692
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6693
115k
{
6694
115k
    window->ParentWindow = parent_window;
6695
115k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6696
115k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6697
5.34k
    {
6698
5.34k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6699
5.34k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6700
5.34k
            window->RootWindow = parent_window->RootWindow;
6701
5.34k
    }
6702
115k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6703
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6704
115k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6705
5.34k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6706
115k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6707
0
    {
6708
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6709
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6710
0
    }
6711
115k
}
6712
6713
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6714
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6715
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6716
// - WindowA            // FindBlockingModal() returns Modal1
6717
//   - WindowB          //                  .. returns Modal1
6718
//   - Modal1           //                  .. returns Modal2
6719
//      - WindowC       //                  .. returns Modal2
6720
//          - WindowD   //                  .. returns Modal2
6721
//          - Modal2    //                  .. returns Modal2
6722
//            - WindowE //                  .. returns NULL
6723
// Notes:
6724
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6725
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6726
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6727
77
{
6728
77
    ImGuiContext& g = *GImGui;
6729
77
    if (g.OpenPopupStack.Size <= 0)
6730
77
        return NULL;
6731
6732
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6733
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6734
0
    {
6735
0
        ImGuiWindow* popup_window = popup_data.Window;
6736
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6737
0
            continue;
6738
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6739
0
            continue;
6740
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6741
0
            return popup_window;
6742
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6743
0
            continue;
6744
0
        return popup_window;                                        // Place window right below first block modal
6745
0
    }
6746
0
    return NULL;
6747
0
}
6748
6749
// Push a new Dear ImGui window to add widgets to.
6750
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6751
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6752
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6753
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6754
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6755
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6756
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6757
115k
{
6758
115k
    ImGuiContext& g = *GImGui;
6759
115k
    const ImGuiStyle& style = g.Style;
6760
115k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6761
115k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6762
115k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6763
6764
    // Find or create
6765
115k
    ImGuiWindow* window = FindWindowByName(name);
6766
115k
    const bool window_just_created = (window == NULL);
6767
115k
    if (window_just_created)
6768
3
        window = CreateNewWindow(name, flags);
6769
6770
    // Automatically disable manual moving/resizing when NoInputs is set
6771
115k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6772
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6773
6774
115k
    if (flags & ImGuiWindowFlags_NavFlattened)
6775
115k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6776
6777
115k
    const int current_frame = g.FrameCount;
6778
115k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6779
115k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6780
6781
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6782
115k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6783
115k
    if (flags & ImGuiWindowFlags_Popup)
6784
0
    {
6785
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6786
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6787
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6788
0
    }
6789
6790
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6791
115k
    const bool window_was_appearing = window->Appearing;
6792
115k
    if (first_begin_of_the_frame)
6793
115k
    {
6794
115k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6795
115k
        window->Appearing = window_just_activated_by_user;
6796
115k
        if (window->Appearing)
6797
8
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6798
115k
        window->FlagsPreviousFrame = window->Flags;
6799
115k
        window->Flags = (ImGuiWindowFlags)flags;
6800
115k
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6801
115k
        window->LastFrameActive = current_frame;
6802
115k
        window->LastTimeActive = (float)g.Time;
6803
115k
        window->BeginOrderWithinParent = 0;
6804
115k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6805
115k
    }
6806
0
    else
6807
0
    {
6808
0
        flags = window->Flags;
6809
0
    }
6810
6811
    // Docking
6812
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6813
115k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6814
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6815
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6816
115k
    if (first_begin_of_the_frame)
6817
115k
    {
6818
115k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6819
115k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6820
115k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6821
115k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6822
115k
        if (has_dock_node || new_auto_dock_node)
6823
0
        {
6824
0
            BeginDocked(window, p_open);
6825
0
            flags = window->Flags;
6826
0
            if (window->DockIsActive)
6827
0
            {
6828
0
                IM_ASSERT(window->DockNode != NULL);
6829
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6830
0
            }
6831
6832
            // Amend the Appearing flag
6833
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6834
0
            {
6835
0
                window->Appearing = true;
6836
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6837
0
            }
6838
0
        }
6839
115k
        else
6840
115k
        {
6841
115k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6842
115k
        }
6843
115k
    }
6844
6845
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6846
115k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6847
115k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6848
115k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6849
6850
    // We allow window memory to be compacted so recreate the base stack when needed.
6851
115k
    if (window->IDStack.Size == 0)
6852
2
        window->IDStack.push_back(window->ID);
6853
6854
    // Add to stack
6855
115k
    g.CurrentWindow = window;
6856
115k
    ImGuiWindowStackData window_stack_data;
6857
115k
    window_stack_data.Window = window;
6858
115k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6859
115k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6860
115k
    g.CurrentWindowStack.push_back(window_stack_data);
6861
115k
    if (flags & ImGuiWindowFlags_ChildMenu)
6862
0
        g.BeginMenuCount++;
6863
6864
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6865
115k
    if (first_begin_of_the_frame)
6866
115k
    {
6867
115k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6868
115k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6869
115k
    }
6870
6871
    // Add to focus scope stack
6872
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6873
115k
    PushFocusScope(window->ID);
6874
115k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6875
115k
    g.CurrentWindow = NULL;
6876
6877
    // Add to popup stack
6878
115k
    if (flags & ImGuiWindowFlags_Popup)
6879
0
    {
6880
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6881
0
        popup_ref.Window = window;
6882
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6883
0
        g.BeginPopupStack.push_back(popup_ref);
6884
0
        window->PopupId = popup_ref.PopupId;
6885
0
    }
6886
6887
    // Process SetNextWindow***() calls
6888
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6889
115k
    bool window_pos_set_by_api = false;
6890
115k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6891
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6892
0
    {
6893
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6894
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6895
0
        {
6896
            // May be processed on the next frame if this is our first frame and we are measuring size
6897
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6898
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6899
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6900
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6901
0
        }
6902
0
        else
6903
0
        {
6904
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6905
0
        }
6906
0
    }
6907
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6908
60.3k
    {
6909
60.3k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6910
60.3k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6911
60.3k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6912
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6913
60.3k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6914
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6915
60.3k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6916
60.3k
    }
6917
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6918
0
    {
6919
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6920
0
        {
6921
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6922
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6923
0
        }
6924
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6925
0
        {
6926
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6927
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6928
0
        }
6929
0
    }
6930
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6931
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6932
115k
    else if (first_begin_of_the_frame)
6933
115k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6934
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6935
0
        window->WindowClass = g.NextWindowData.WindowClass;
6936
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6937
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6938
115k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6939
0
        FocusWindow(window);
6940
115k
    if (window->Appearing)
6941
8
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6942
6943
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6944
115k
    if (first_begin_of_the_frame)
6945
115k
    {
6946
        // Initialize
6947
115k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6948
115k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6949
115k
        window->Active = true;
6950
115k
        window->HasCloseButton = (p_open != NULL);
6951
115k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6952
115k
        window->IDStack.resize(1);
6953
115k
        window->DrawList->_ResetForNewFrame();
6954
115k
        window->DC.CurrentTableIdx = -1;
6955
115k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6956
0
        {
6957
0
            window->DrawList->ChannelsSplit(2);
6958
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6959
0
        }
6960
6961
        // Restore buffer capacity when woken from a compacted state, to avoid
6962
115k
        if (window->MemoryCompacted)
6963
2
            GcAwakeTransientWindowBuffers(window);
6964
6965
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6966
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6967
115k
        bool window_title_visible_elsewhere = false;
6968
115k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6969
0
            window_title_visible_elsewhere = true;
6970
115k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6971
0
            window_title_visible_elsewhere = true;
6972
115k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6973
0
        {
6974
0
            size_t buf_len = (size_t)window->NameBufLen;
6975
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6976
0
            window->NameBufLen = (int)buf_len;
6977
0
        }
6978
6979
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6980
6981
        // Update contents size from last frame for auto-fitting (or use explicit size)
6982
115k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6983
6984
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6985
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6986
        // it has a single usage before this code block and may be set below before it is finally checked.
6987
115k
        if (window->HiddenFramesCanSkipItems > 0)
6988
4
            window->HiddenFramesCanSkipItems--;
6989
115k
        if (window->HiddenFramesCannotSkipItems > 0)
6990
2
            window->HiddenFramesCannotSkipItems--;
6991
115k
        if (window->HiddenFramesForRenderOnly > 0)
6992
0
            window->HiddenFramesForRenderOnly--;
6993
6994
        // Hide new windows for one frame until they calculate their size
6995
115k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6996
2
            window->HiddenFramesCannotSkipItems = 1;
6997
6998
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6999
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
7000
115k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
7001
0
        {
7002
0
            window->HiddenFramesCannotSkipItems = 1;
7003
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
7004
0
            {
7005
0
                if (!window_size_x_set_by_api)
7006
0
                    window->Size.x = window->SizeFull.x = 0.f;
7007
0
                if (!window_size_y_set_by_api)
7008
0
                    window->Size.y = window->SizeFull.y = 0.f;
7009
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7010
0
            }
7011
0
        }
7012
7013
        // SELECT VIEWPORT
7014
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7015
7016
115k
        WindowSelectViewport(window);
7017
115k
        SetCurrentViewport(window, window->Viewport);
7018
115k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7019
115k
        SetCurrentWindow(window);
7020
115k
        flags = window->Flags;
7021
7022
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7023
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7024
7025
115k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7026
5.34k
            window->WindowBorderSize = style.ChildBorderSize;
7027
110k
        else
7028
110k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7029
115k
        window->WindowPadding = style.WindowPadding;
7030
115k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7031
2.65k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7032
7033
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7034
115k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7035
115k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7036
7037
115k
        bool use_current_size_for_scrollbar_x = window_just_created;
7038
115k
        bool use_current_size_for_scrollbar_y = window_just_created;
7039
7040
        // Collapse window by double-clicking on title bar
7041
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7042
115k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7043
110k
        {
7044
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7045
110k
            ImRect title_bar_rect = window->TitleBarRect();
7046
110k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7047
11
                window->WantCollapseToggle = true;
7048
110k
            if (window->WantCollapseToggle)
7049
11
            {
7050
11
                window->Collapsed = !window->Collapsed;
7051
11
                if (!window->Collapsed)
7052
5
                    use_current_size_for_scrollbar_y = true;
7053
11
                MarkIniSettingsDirty(window);
7054
11
            }
7055
110k
        }
7056
5.34k
        else
7057
5.34k
        {
7058
5.34k
            window->Collapsed = false;
7059
5.34k
        }
7060
115k
        window->WantCollapseToggle = false;
7061
7062
        // SIZE
7063
7064
        // Outer Decoration Sizes
7065
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7066
115k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7067
115k
        window->DecoOuterSizeX1 = 0.0f;
7068
115k
        window->DecoOuterSizeX2 = 0.0f;
7069
115k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7070
115k
        window->DecoOuterSizeY2 = 0.0f;
7071
115k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7072
7073
        // Calculate auto-fit size, handle automatic resize
7074
115k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7075
115k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7076
0
        {
7077
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7078
0
            if (!window_size_x_set_by_api)
7079
0
            {
7080
0
                window->SizeFull.x = size_auto_fit.x;
7081
0
                use_current_size_for_scrollbar_x = true;
7082
0
            }
7083
0
            if (!window_size_y_set_by_api)
7084
0
            {
7085
0
                window->SizeFull.y = size_auto_fit.y;
7086
0
                use_current_size_for_scrollbar_y = true;
7087
0
            }
7088
0
        }
7089
115k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7090
4
        {
7091
            // Auto-fit may only grow window during the first few frames
7092
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7093
4
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7094
2
            {
7095
2
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7096
2
                use_current_size_for_scrollbar_x = true;
7097
2
            }
7098
4
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7099
3
            {
7100
3
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7101
3
                use_current_size_for_scrollbar_y = true;
7102
3
            }
7103
4
            if (!window->Collapsed)
7104
4
                MarkIniSettingsDirty(window);
7105
4
        }
7106
7107
        // Apply minimum/maximum window size constraints and final size
7108
115k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7109
115k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7110
7111
        // POSITION
7112
7113
        // Popup latch its initial position, will position itself when it appears next frame
7114
115k
        if (window_just_activated_by_user)
7115
8
        {
7116
8
            window->AutoPosLastDirection = ImGuiDir_None;
7117
8
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7118
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7119
8
        }
7120
7121
        // Position child window
7122
115k
        if (flags & ImGuiWindowFlags_ChildWindow)
7123
5.34k
        {
7124
5.34k
            IM_ASSERT(parent_window && parent_window->Active);
7125
5.34k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7126
5.34k
            parent_window->DC.ChildWindows.push_back(window);
7127
5.34k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7128
5.34k
                window->Pos = parent_window->DC.CursorPos;
7129
5.34k
        }
7130
7131
115k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7132
115k
        if (window_pos_with_pivot)
7133
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7134
115k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7135
0
            window->Pos = FindBestWindowPosForPopup(window);
7136
115k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7137
0
            window->Pos = FindBestWindowPosForPopup(window);
7138
115k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7139
0
            window->Pos = FindBestWindowPosForPopup(window);
7140
7141
        // Late create viewport if we don't fit within our current host viewport.
7142
115k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7143
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7144
0
            {
7145
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7146
                //ImGuiViewport* old_viewport = window->Viewport;
7147
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7148
7149
                // FIXME-DPI
7150
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7151
0
                SetCurrentViewport(window, window->Viewport);
7152
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7153
0
                SetCurrentWindow(window);
7154
0
            }
7155
7156
115k
        if (window->ViewportOwned)
7157
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7158
7159
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7160
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7161
115k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7162
115k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7163
115k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7164
115k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7165
7166
        // Clamp position/size so window stays visible within its viewport or monitor
7167
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7168
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7169
115k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7170
110k
        {
7171
110k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7172
110k
            {
7173
110k
                ClampWindowPos(window, visibility_rect);
7174
110k
            }
7175
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7176
0
            {
7177
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7178
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7179
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7180
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7181
0
                ClampWindowPos(window, visibility_rect);
7182
0
            }
7183
110k
        }
7184
115k
        window->Pos = ImTrunc(window->Pos);
7185
7186
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7187
        // Large values tend to lead to variety of artifacts and are not recommended.
7188
115k
        if (window->ViewportOwned || window->DockIsActive)
7189
0
            window->WindowRounding = 0.0f;
7190
115k
        else
7191
115k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7192
7193
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7194
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7195
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7196
7197
        // Apply window focus (new and reactivated windows are moved to front)
7198
115k
        bool want_focus = false;
7199
115k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7200
8
        {
7201
8
            if (flags & ImGuiWindowFlags_Popup)
7202
0
                want_focus = true;
7203
8
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7204
2
                want_focus = true;
7205
8
        }
7206
7207
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7208
#ifdef IMGUI_ENABLE_TEST_ENGINE
7209
        if (g.TestEngineHookItems)
7210
        {
7211
            IM_ASSERT(window->IDStack.Size == 1);
7212
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7213
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7214
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7215
            window->IDStack.Size = 1;
7216
        }
7217
#endif
7218
7219
        // Decide if we are going to handle borders and resize grips
7220
115k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7221
7222
        // Handle manual resize: Resize Grips, Borders, Gamepad
7223
115k
        int border_hovered = -1, border_held = -1;
7224
115k
        ImU32 resize_grip_col[4] = {};
7225
115k
        const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7226
115k
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7227
115k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7228
65.7k
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7229
0
            {
7230
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7231
0
                    use_current_size_for_scrollbar_x = true;
7232
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7233
0
                    use_current_size_for_scrollbar_y = true;
7234
0
            }
7235
115k
        window->ResizeBorderHovered = (signed char)border_hovered;
7236
115k
        window->ResizeBorderHeld = (signed char)border_held;
7237
7238
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7239
115k
        if (window->ViewportOwned)
7240
0
        {
7241
0
            if (!window->Viewport->PlatformRequestMove)
7242
0
                window->Viewport->Pos = window->Pos;
7243
0
            if (!window->Viewport->PlatformRequestResize)
7244
0
                window->Viewport->Size = window->Size;
7245
0
            window->Viewport->UpdateWorkRect();
7246
0
            viewport_rect = window->Viewport->GetMainRect();
7247
0
        }
7248
7249
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7250
115k
        window->ViewportPos = window->Viewport->Pos;
7251
7252
        // SCROLLBAR VISIBILITY
7253
7254
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7255
115k
        if (!window->Collapsed)
7256
65.7k
        {
7257
            // When reading the current size we need to read it after size constraints have been applied.
7258
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7259
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7260
65.7k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7261
65.7k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7262
65.7k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7263
65.7k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7264
65.7k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7265
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7266
65.7k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7267
65.7k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7268
65.7k
            if (window->ScrollbarX && !window->ScrollbarY)
7269
1.39k
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7270
65.7k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7271
7272
            // Amend the partially filled window->DecorationXXX values.
7273
65.7k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7274
65.7k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7275
65.7k
        }
7276
7277
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7278
        // Update various regions. Variables they depend on should be set above in this function.
7279
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7280
7281
        // Outer rectangle
7282
        // Not affected by window border size. Used by:
7283
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7284
        // - Begin() initial clipping rect for drawing window background and borders.
7285
        // - Begin() clipping whole child
7286
115k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7287
115k
        const ImRect outer_rect = window->Rect();
7288
115k
        const ImRect title_bar_rect = window->TitleBarRect();
7289
115k
        window->OuterRectClipped = outer_rect;
7290
115k
        if (window->DockIsActive)
7291
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7292
115k
        window->OuterRectClipped.ClipWith(host_rect);
7293
7294
        // Inner rectangle
7295
        // Not affected by window border size. Used by:
7296
        // - InnerClipRect
7297
        // - ScrollToRectEx()
7298
        // - NavUpdatePageUpPageDown()
7299
        // - Scrollbar()
7300
115k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7301
115k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7302
115k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7303
115k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7304
7305
        // Inner clipping rectangle.
7306
        // Will extend a little bit outside the normal work region.
7307
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7308
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7309
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7310
        // Affected by window/frame border size. Used by:
7311
        // - Begin() initial clip rect
7312
115k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7313
115k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7314
115k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7315
115k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7316
115k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7317
115k
        window->InnerClipRect.ClipWithFull(host_rect);
7318
7319
        // Default item width. Make it proportional to window size if window manually resizes
7320
115k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7321
115k
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7322
0
        else
7323
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7324
7325
        // SCROLLING
7326
7327
        // Lock down maximum scrolling
7328
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7329
        // for right/bottom aligned items without creating a scrollbar.
7330
115k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7331
115k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7332
7333
        // Apply scrolling
7334
115k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7335
115k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7336
115k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7337
7338
        // DRAWING
7339
7340
        // Setup draw list and outer clipping rectangle
7341
115k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7342
115k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7343
115k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7344
7345
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7346
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7347
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7348
115k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7349
115k
        if (is_undocked_or_docked_visible)
7350
115k
        {
7351
115k
            bool render_decorations_in_parent = false;
7352
115k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7353
5.34k
            {
7354
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7355
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7356
5.34k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7357
5.34k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7358
5.34k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7359
5.34k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7360
5.34k
                    render_decorations_in_parent = true;
7361
5.34k
            }
7362
115k
            if (render_decorations_in_parent)
7363
5.34k
                window->DrawList = parent_window->DrawList;
7364
7365
            // Handle title bar, scrollbar, resize grips and resize borders
7366
115k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7367
115k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7368
115k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7369
7370
115k
            if (render_decorations_in_parent)
7371
5.34k
                window->DrawList = &window->DrawListInst;
7372
115k
        }
7373
7374
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7375
7376
        // Work rectangle.
7377
        // Affected by window padding and border size. Used by:
7378
        // - Columns() for right-most edge
7379
        // - TreeNode(), CollapsingHeader() for right-most edge
7380
        // - BeginTabBar() for right-most edge
7381
115k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7382
115k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7383
115k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7384
115k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7385
115k
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7386
115k
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7387
115k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7388
115k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7389
115k
        window->ParentWorkRect = window->WorkRect;
7390
7391
        // [LEGACY] Content Region
7392
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7393
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7394
        // Used by:
7395
        // - Mouse wheel scrolling + many other things
7396
115k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7397
115k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7398
115k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7399
115k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7400
7401
        // Setup drawing context
7402
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7403
115k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7404
115k
        window->DC.GroupOffset.x = 0.0f;
7405
115k
        window->DC.ColumnsOffset.x = 0.0f;
7406
7407
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7408
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7409
115k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7410
115k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7411
115k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7412
115k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7413
115k
        window->DC.CursorPos = window->DC.CursorStartPos;
7414
115k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7415
115k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7416
115k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7417
115k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7418
115k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7419
115k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7420
7421
115k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7422
115k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7423
115k
        window->DC.NavLayersActiveMaskNext = 0x00;
7424
115k
        window->DC.NavIsScrollPushableX = true;
7425
115k
        window->DC.NavHideHighlightOneFrame = false;
7426
115k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7427
7428
115k
        window->DC.MenuBarAppending = false;
7429
115k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7430
115k
        window->DC.TreeDepth = 0;
7431
115k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7432
115k
        window->DC.ChildWindows.resize(0);
7433
115k
        window->DC.StateStorage = &window->StateStorage;
7434
115k
        window->DC.CurrentColumns = NULL;
7435
115k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7436
115k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7437
7438
115k
        window->DC.ItemWidth = window->ItemWidthDefault;
7439
115k
        window->DC.TextWrapPos = -1.0f; // disabled
7440
115k
        window->DC.ItemWidthStack.resize(0);
7441
115k
        window->DC.TextWrapPosStack.resize(0);
7442
7443
115k
        if (window->AutoFitFramesX > 0)
7444
2
            window->AutoFitFramesX--;
7445
115k
        if (window->AutoFitFramesY > 0)
7446
4
            window->AutoFitFramesY--;
7447
7448
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7449
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7450
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7451
        // - Position window behind the modal that is not a begin-parent of this window.
7452
115k
        if (want_focus)
7453
2
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7454
115k
        if (want_focus && window == g.NavWindow)
7455
2
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7456
7457
        // Close requested by platform window (apply to all windows in this viewport)
7458
115k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7459
0
        {
7460
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7461
0
            *p_open = false;
7462
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7463
0
        }
7464
7465
        // Title bar
7466
115k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7467
110k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7468
7469
        // Clear hit test shape every frame
7470
115k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7471
7472
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7473
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7474
        // Maybe we can support CTRL+C on every element?
7475
        /*
7476
        //if (g.NavWindow == window && g.ActiveId == 0)
7477
        if (g.ActiveId == window->MoveId)
7478
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7479
                LogToClipboard();
7480
        */
7481
7482
115k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7483
115k
        {
7484
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7485
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7486
115k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7487
195
                BeginDockableDragDropSource(window);
7488
7489
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7490
115k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7491
241
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7492
147
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7493
147
                        BeginDockableDragDropTarget(window);
7494
115k
        }
7495
7496
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7497
        // This is useful to allow creating context menus on title bar only, etc.
7498
115k
        if (window->DockIsActive)
7499
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7500
115k
        else
7501
115k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7502
7503
        // [DEBUG]
7504
115k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7505
115k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7506
0
            DebugLocateItemResolveWithLastItem();
7507
115k
#endif
7508
7509
        // [Test Engine] Register title bar / tab with MoveId.
7510
#ifdef IMGUI_ENABLE_TEST_ENGINE
7511
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7512
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7513
#endif
7514
115k
    }
7515
0
    else
7516
0
    {
7517
        // Append
7518
0
        SetCurrentViewport(window, window->Viewport);
7519
0
        SetCurrentWindow(window);
7520
0
    }
7521
7522
115k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7523
115k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7524
7525
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7526
115k
    window->WriteAccessed = false;
7527
115k
    window->BeginCount++;
7528
115k
    g.NextWindowData.ClearFlags();
7529
7530
    // Update visibility
7531
115k
    if (first_begin_of_the_frame)
7532
115k
    {
7533
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7534
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7535
        // This is analogous to regular windows being hidden from one frame.
7536
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7537
115k
        if (window->DockIsActive && !window->DockTabIsVisible)
7538
0
        {
7539
0
            if (window->LastFrameJustFocused == g.FrameCount)
7540
0
                window->HiddenFramesCannotSkipItems = 1;
7541
0
            else
7542
0
                window->HiddenFramesCanSkipItems = 1;
7543
0
        }
7544
7545
115k
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7546
5.34k
        {
7547
            // Child window can be out of sight and have "negative" clip windows.
7548
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7549
5.34k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7550
5.34k
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7551
5.34k
            if (!g.LogEnabled && !nav_request)
7552
5.34k
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7553
4
                {
7554
4
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7555
0
                        window->HiddenFramesCannotSkipItems = 1;
7556
4
                    else
7557
4
                        window->HiddenFramesCanSkipItems = 1;
7558
4
                }
7559
7560
            // Hide along with parent or if parent is collapsed
7561
5.34k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7562
0
                window->HiddenFramesCanSkipItems = 1;
7563
5.34k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7564
1
                window->HiddenFramesCannotSkipItems = 1;
7565
5.34k
        }
7566
7567
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7568
115k
        if (style.Alpha <= 0.0f)
7569
0
            window->HiddenFramesCanSkipItems = 1;
7570
7571
        // Update the Hidden flag
7572
115k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7573
115k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7574
7575
        // Disable inputs for requested number of frames
7576
115k
        if (window->DisableInputsFrames > 0)
7577
0
        {
7578
0
            window->DisableInputsFrames--;
7579
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7580
0
        }
7581
7582
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7583
115k
        bool skip_items = false;
7584
115k
        if (window->Collapsed || !window->Active || hidden_regular)
7585
49.7k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7586
49.7k
                skip_items = true;
7587
115k
        window->SkipItems = skip_items;
7588
7589
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7590
115k
        if (window->SkipItems)
7591
49.7k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7592
7593
        // Sanity check: there are two spots which can set Appearing = true
7594
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7595
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7596
115k
        if (window->SkipItems && !window->Appearing)
7597
115k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7598
115k
    }
7599
7600
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7601
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7602
115k
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7603
0
    {
7604
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7605
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7606
0
        return false;
7607
0
    }
7608
7609
115k
    return !window->SkipItems;
7610
115k
}
7611
7612
void ImGui::End()
7613
115k
{
7614
115k
    ImGuiContext& g = *GImGui;
7615
115k
    ImGuiWindow* window = g.CurrentWindow;
7616
7617
    // Error checking: verify that user hasn't called End() too many times!
7618
115k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7619
0
    {
7620
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7621
0
        return;
7622
0
    }
7623
115k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7624
7625
    // Error checking: verify that user doesn't directly call End() on a child window.
7626
115k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7627
115k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7628
7629
    // Close anything that is open
7630
115k
    if (window->DC.CurrentColumns)
7631
0
        EndColumns();
7632
115k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7633
115k
        PopClipRect();
7634
115k
    PopFocusScope();
7635
7636
    // Stop logging
7637
115k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7638
110k
        LogFinish();
7639
7640
115k
    if (window->DC.IsSetPos)
7641
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7642
7643
    // Docking: report contents sizes to parent to allow for auto-resize
7644
115k
    if (window->DockNode && window->DockTabIsVisible)
7645
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7646
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7647
7648
    // Pop from window stack
7649
115k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7650
115k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7651
0
        g.BeginMenuCount--;
7652
115k
    if (window->Flags & ImGuiWindowFlags_Popup)
7653
0
        g.BeginPopupStack.pop_back();
7654
115k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7655
115k
    g.CurrentWindowStack.pop_back();
7656
115k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7657
115k
    if (g.CurrentWindow)
7658
60.3k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7659
115k
}
7660
7661
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7662
2.27k
{
7663
2.27k
    ImGuiContext& g = *GImGui;
7664
2.27k
    IM_ASSERT(window == window->RootWindow);
7665
7666
2.27k
    const int cur_order = window->FocusOrder;
7667
2.27k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7668
2.27k
    if (g.WindowsFocusOrder.back() == window)
7669
2.27k
        return;
7670
7671
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7672
0
    for (int n = cur_order; n < new_order; n++)
7673
0
    {
7674
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7675
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7676
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7677
0
    }
7678
0
    g.WindowsFocusOrder[new_order] = window;
7679
0
    window->FocusOrder = (short)new_order;
7680
0
}
7681
7682
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7683
2.27k
{
7684
2.27k
    ImGuiContext& g = *GImGui;
7685
2.27k
    ImGuiWindow* current_front_window = g.Windows.back();
7686
2.27k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7687
2.27k
        return;
7688
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7689
0
        if (g.Windows[i] == window)
7690
0
        {
7691
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7692
0
            g.Windows[g.Windows.Size - 1] = window;
7693
0
            break;
7694
0
        }
7695
0
}
7696
7697
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7698
0
{
7699
0
    ImGuiContext& g = *GImGui;
7700
0
    if (g.Windows[0] == window)
7701
0
        return;
7702
0
    for (int i = 0; i < g.Windows.Size; i++)
7703
0
        if (g.Windows[i] == window)
7704
0
        {
7705
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7706
0
            g.Windows[0] = window;
7707
0
            break;
7708
0
        }
7709
0
}
7710
7711
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7712
0
{
7713
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7714
0
    ImGuiContext& g = *GImGui;
7715
0
    window = window->RootWindow;
7716
0
    behind_window = behind_window->RootWindow;
7717
0
    int pos_wnd = FindWindowDisplayIndex(window);
7718
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7719
0
    if (pos_wnd < pos_beh)
7720
0
    {
7721
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7722
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7723
0
        g.Windows[pos_beh - 1] = window;
7724
0
    }
7725
0
    else
7726
0
    {
7727
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7728
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7729
0
        g.Windows[pos_beh] = window;
7730
0
    }
7731
0
}
7732
7733
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7734
0
{
7735
0
    ImGuiContext& g = *GImGui;
7736
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7737
0
}
7738
7739
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7740
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7741
10.5k
{
7742
10.5k
    ImGuiContext& g = *GImGui;
7743
7744
    // Modal check?
7745
10.5k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7746
77
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7747
0
        {
7748
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7749
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7750
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7751
0
            return;
7752
0
        }
7753
7754
    // Find last focused child (if any) and focus it instead.
7755
10.5k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7756
0
        window = NavRestoreLastChildNavWindow(window);
7757
7758
    // Apply focus
7759
10.5k
    if (g.NavWindow != window)
7760
2.82k
    {
7761
2.82k
        SetNavWindow(window);
7762
2.82k
        if (window && g.NavDisableMouseHover)
7763
102
            g.NavMousePosDirty = true;
7764
2.82k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7765
2.82k
        g.NavLayer = ImGuiNavLayer_Main;
7766
2.82k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7767
2.82k
        g.NavIdIsAlive = false;
7768
2.82k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7769
7770
        // Close popups if any
7771
2.82k
        ClosePopupsOverWindow(window, false);
7772
2.82k
    }
7773
7774
    // Move the root window to the top of the pile
7775
10.5k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7776
10.5k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7777
10.5k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7778
10.5k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7779
10.5k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7780
7781
    // Steal active widgets. Some of the cases it triggers includes:
7782
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7783
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7784
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7785
10.5k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7786
84
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7787
30
            ClearActiveID();
7788
7789
    // Passing NULL allow to disable keyboard focus
7790
10.5k
    if (!window)
7791
8.26k
        return;
7792
2.27k
    window->LastFrameJustFocused = g.FrameCount;
7793
7794
    // Select in dock node
7795
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7796
    //if (dock_node && dock_node->TabBar)
7797
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7798
7799
    // Bring to front
7800
2.27k
    BringWindowToFocusFront(focus_front_window);
7801
2.27k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7802
2.27k
        BringWindowToDisplayFront(display_front_window);
7803
2.27k
}
7804
7805
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7806
0
{
7807
0
    ImGuiContext& g = *GImGui;
7808
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7809
0
    if (under_this_window != NULL)
7810
0
    {
7811
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7812
0
        int offset = -1;
7813
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7814
0
        {
7815
0
            under_this_window = under_this_window->ParentWindow;
7816
0
            offset = 0;
7817
0
        }
7818
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7819
0
    }
7820
0
    for (int i = start_idx; i >= 0; i--)
7821
0
    {
7822
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7823
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7824
0
        if (window == ignore_window || !window->WasActive)
7825
0
            continue;
7826
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7827
0
            continue;
7828
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7829
0
        {
7830
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7831
            // This is failing (lagging by one frame) for docked windows.
7832
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7833
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7834
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7835
0
            FocusWindow(window, flags);
7836
0
            return;
7837
0
        }
7838
0
    }
7839
0
    FocusWindow(NULL, flags);
7840
0
}
7841
7842
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7843
void ImGui::SetCurrentFont(ImFont* font)
7844
55.0k
{
7845
55.0k
    ImGuiContext& g = *GImGui;
7846
55.0k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7847
55.0k
    IM_ASSERT(font->Scale > 0.0f);
7848
55.0k
    g.Font = font;
7849
55.0k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7850
55.0k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7851
7852
55.0k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7853
55.0k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7854
55.0k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7855
55.0k
    g.DrawListSharedData.Font = g.Font;
7856
55.0k
    g.DrawListSharedData.FontSize = g.FontSize;
7857
55.0k
}
7858
7859
void ImGui::PushFont(ImFont* font)
7860
0
{
7861
0
    ImGuiContext& g = *GImGui;
7862
0
    if (!font)
7863
0
        font = GetDefaultFont();
7864
0
    SetCurrentFont(font);
7865
0
    g.FontStack.push_back(font);
7866
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7867
0
}
7868
7869
void  ImGui::PopFont()
7870
0
{
7871
0
    ImGuiContext& g = *GImGui;
7872
0
    g.CurrentWindow->DrawList->PopTextureID();
7873
0
    g.FontStack.pop_back();
7874
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7875
0
}
7876
7877
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7878
5.34k
{
7879
5.34k
    ImGuiContext& g = *GImGui;
7880
5.34k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7881
5.34k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7882
5.34k
    if (enabled)
7883
0
        item_flags |= option;
7884
5.34k
    else
7885
5.34k
        item_flags &= ~option;
7886
5.34k
    g.CurrentItemFlags = item_flags;
7887
5.34k
    g.ItemFlagsStack.push_back(item_flags);
7888
5.34k
}
7889
7890
void ImGui::PopItemFlag()
7891
5.34k
{
7892
5.34k
    ImGuiContext& g = *GImGui;
7893
5.34k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7894
5.34k
    g.ItemFlagsStack.pop_back();
7895
5.34k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7896
5.34k
}
7897
7898
// BeginDisabled()/EndDisabled()
7899
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7900
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7901
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7902
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7903
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7904
void ImGui::BeginDisabled(bool disabled)
7905
0
{
7906
0
    ImGuiContext& g = *GImGui;
7907
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7908
0
    if (!was_disabled && disabled)
7909
0
    {
7910
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7911
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7912
0
    }
7913
0
    if (was_disabled || disabled)
7914
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7915
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7916
0
    g.DisabledStackSize++;
7917
0
}
7918
7919
void ImGui::EndDisabled()
7920
0
{
7921
0
    ImGuiContext& g = *GImGui;
7922
0
    IM_ASSERT(g.DisabledStackSize > 0);
7923
0
    g.DisabledStackSize--;
7924
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7925
    //PopItemFlag();
7926
0
    g.ItemFlagsStack.pop_back();
7927
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7928
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7929
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7930
0
}
7931
7932
void ImGui::PushTabStop(bool tab_stop)
7933
5.34k
{
7934
5.34k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7935
5.34k
}
7936
7937
void ImGui::PopTabStop()
7938
5.34k
{
7939
5.34k
    PopItemFlag();
7940
5.34k
}
7941
7942
void ImGui::PushButtonRepeat(bool repeat)
7943
0
{
7944
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7945
0
}
7946
7947
void ImGui::PopButtonRepeat()
7948
0
{
7949
0
    PopItemFlag();
7950
0
}
7951
7952
void ImGui::PushTextWrapPos(float wrap_pos_x)
7953
0
{
7954
0
    ImGuiWindow* window = GetCurrentWindow();
7955
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7956
0
    window->DC.TextWrapPos = wrap_pos_x;
7957
0
}
7958
7959
void ImGui::PopTextWrapPos()
7960
0
{
7961
0
    ImGuiWindow* window = GetCurrentWindow();
7962
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7963
0
    window->DC.TextWrapPosStack.pop_back();
7964
0
}
7965
7966
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7967
0
{
7968
0
    ImGuiWindow* last_window = NULL;
7969
0
    while (last_window != window)
7970
0
    {
7971
0
        last_window = window;
7972
0
        window = window->RootWindow;
7973
0
        if (popup_hierarchy)
7974
0
            window = window->RootWindowPopupTree;
7975
0
    if (dock_hierarchy)
7976
0
      window = window->RootWindowDockTree;
7977
0
  }
7978
0
    return window;
7979
0
}
7980
7981
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7982
0
{
7983
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7984
0
    if (window_root == potential_parent)
7985
0
        return true;
7986
0
    while (window != NULL)
7987
0
    {
7988
0
        if (window == potential_parent)
7989
0
            return true;
7990
0
        if (window == window_root) // end of chain
7991
0
            return false;
7992
0
        window = window->ParentWindow;
7993
0
    }
7994
0
    return false;
7995
0
}
7996
7997
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7998
0
{
7999
0
    if (window->RootWindow == potential_parent)
8000
0
        return true;
8001
0
    while (window != NULL)
8002
0
    {
8003
0
        if (window == potential_parent)
8004
0
            return true;
8005
0
        window = window->ParentWindowInBeginStack;
8006
0
    }
8007
0
    return false;
8008
0
}
8009
8010
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8011
0
{
8012
0
    ImGuiContext& g = *GImGui;
8013
8014
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8015
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8016
0
    if (display_layer_delta != 0)
8017
0
        return display_layer_delta > 0;
8018
8019
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8020
0
    {
8021
0
        ImGuiWindow* candidate_window = g.Windows[i];
8022
0
        if (candidate_window == potential_above)
8023
0
            return true;
8024
0
        if (candidate_window == potential_below)
8025
0
            return false;
8026
0
    }
8027
0
    return false;
8028
0
}
8029
8030
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8031
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8032
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8033
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8034
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8035
7.42k
{
8036
7.42k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8037
8038
7.42k
    ImGuiContext& g = *GImGui;
8039
7.42k
    ImGuiWindow* ref_window = g.HoveredWindow;
8040
7.42k
    ImGuiWindow* cur_window = g.CurrentWindow;
8041
7.42k
    if (ref_window == NULL)
8042
7.05k
        return false;
8043
8044
377
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8045
377
    {
8046
377
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8047
377
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8048
377
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8049
377
        if (flags & ImGuiHoveredFlags_RootWindow)
8050
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8051
8052
377
        bool result;
8053
377
        if (flags & ImGuiHoveredFlags_ChildWindows)
8054
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8055
377
        else
8056
377
            result = (ref_window == cur_window);
8057
377
        if (!result)
8058
377
            return false;
8059
377
    }
8060
8061
0
    if (!IsWindowContentHoverable(ref_window, flags))
8062
0
        return false;
8063
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8064
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8065
0
            return false;
8066
8067
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8068
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8069
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8070
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8071
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8072
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
8073
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8074
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8075
0
        return false;
8076
8077
0
    return true;
8078
0
}
8079
8080
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8081
10.5k
{
8082
10.5k
    ImGuiContext& g = *GImGui;
8083
10.5k
    ImGuiWindow* ref_window = g.NavWindow;
8084
10.5k
    ImGuiWindow* cur_window = g.CurrentWindow;
8085
8086
10.5k
    if (ref_window == NULL)
8087
5.91k
        return false;
8088
4.61k
    if (flags & ImGuiFocusedFlags_AnyWindow)
8089
0
        return true;
8090
8091
4.61k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8092
4.61k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8093
4.61k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8094
4.61k
    if (flags & ImGuiHoveredFlags_RootWindow)
8095
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8096
8097
4.61k
    if (flags & ImGuiHoveredFlags_ChildWindows)
8098
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8099
4.61k
    else
8100
4.61k
        return (ref_window == cur_window);
8101
4.61k
}
8102
8103
ImGuiID ImGui::GetWindowDockID()
8104
0
{
8105
0
    ImGuiContext& g = *GImGui;
8106
0
    return g.CurrentWindow->DockId;
8107
0
}
8108
8109
bool ImGui::IsWindowDocked()
8110
0
{
8111
0
    ImGuiContext& g = *GImGui;
8112
0
    return g.CurrentWindow->DockIsActive;
8113
0
}
8114
8115
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8116
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8117
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8118
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8119
0
{
8120
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8121
0
}
8122
8123
float ImGui::GetWindowWidth()
8124
1.95k
{
8125
1.95k
    ImGuiWindow* window = GImGui->CurrentWindow;
8126
1.95k
    return window->Size.x;
8127
1.95k
}
8128
8129
float ImGui::GetWindowHeight()
8130
1.96k
{
8131
1.96k
    ImGuiWindow* window = GImGui->CurrentWindow;
8132
1.96k
    return window->Size.y;
8133
1.96k
}
8134
8135
ImVec2 ImGui::GetWindowPos()
8136
0
{
8137
0
    ImGuiContext& g = *GImGui;
8138
0
    ImGuiWindow* window = g.CurrentWindow;
8139
0
    return window->Pos;
8140
0
}
8141
8142
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8143
72
{
8144
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8145
72
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8146
0
        return;
8147
8148
72
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8149
72
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8150
72
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8151
8152
    // Set
8153
72
    const ImVec2 old_pos = window->Pos;
8154
72
    window->Pos = ImTrunc(pos);
8155
72
    ImVec2 offset = window->Pos - old_pos;
8156
72
    if (offset.x == 0.0f && offset.y == 0.0f)
8157
0
        return;
8158
72
    MarkIniSettingsDirty(window);
8159
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8160
72
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8161
72
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8162
72
    window->DC.IdealMaxPos += offset;
8163
72
    window->DC.CursorStartPos += offset;
8164
72
}
8165
8166
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8167
0
{
8168
0
    ImGuiWindow* window = GetCurrentWindowRead();
8169
0
    SetWindowPos(window, pos, cond);
8170
0
}
8171
8172
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8173
0
{
8174
0
    if (ImGuiWindow* window = FindWindowByName(name))
8175
0
        SetWindowPos(window, pos, cond);
8176
0
}
8177
8178
ImVec2 ImGui::GetWindowSize()
8179
0
{
8180
0
    ImGuiWindow* window = GetCurrentWindowRead();
8181
0
    return window->Size;
8182
0
}
8183
8184
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8185
60.3k
{
8186
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8187
60.3k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8188
55.0k
        return;
8189
8190
5.34k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8191
5.34k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8192
8193
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8194
5.34k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8195
7
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8196
5.34k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8197
7
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8198
8199
    // Set
8200
5.34k
    ImVec2 old_size = window->SizeFull;
8201
5.34k
    if (size.x <= 0.0f)
8202
0
        window->AutoFitOnlyGrows = false;
8203
5.34k
    else
8204
5.34k
        window->SizeFull.x = IM_TRUNC(size.x);
8205
5.34k
    if (size.y <= 0.0f)
8206
1
        window->AutoFitOnlyGrows = false;
8207
5.34k
    else
8208
5.34k
        window->SizeFull.y = IM_TRUNC(size.y);
8209
5.34k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8210
5.23k
        MarkIniSettingsDirty(window);
8211
5.34k
}
8212
8213
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8214
0
{
8215
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8216
0
}
8217
8218
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8219
0
{
8220
0
    if (ImGuiWindow* window = FindWindowByName(name))
8221
0
        SetWindowSize(window, size, cond);
8222
0
}
8223
8224
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8225
0
{
8226
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8227
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8228
0
        return;
8229
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8230
8231
    // Set
8232
0
    window->Collapsed = collapsed;
8233
0
}
8234
8235
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8236
0
{
8237
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8238
0
    window->HitTestHoleSize = ImVec2ih(size);
8239
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8240
0
}
8241
8242
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8243
0
{
8244
0
    window->Hidden = window->SkipItems = true;
8245
0
    window->HiddenFramesCanSkipItems = 1;
8246
0
}
8247
8248
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8249
0
{
8250
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8251
0
}
8252
8253
bool ImGui::IsWindowCollapsed()
8254
0
{
8255
0
    ImGuiWindow* window = GetCurrentWindowRead();
8256
0
    return window->Collapsed;
8257
0
}
8258
8259
bool ImGui::IsWindowAppearing()
8260
0
{
8261
0
    ImGuiWindow* window = GetCurrentWindowRead();
8262
0
    return window->Appearing;
8263
0
}
8264
8265
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8266
0
{
8267
0
    if (ImGuiWindow* window = FindWindowByName(name))
8268
0
        SetWindowCollapsed(window, collapsed, cond);
8269
0
}
8270
8271
void ImGui::SetWindowFocus()
8272
1.95k
{
8273
1.95k
    FocusWindow(GImGui->CurrentWindow);
8274
1.95k
}
8275
8276
void ImGui::SetWindowFocus(const char* name)
8277
0
{
8278
0
    if (name)
8279
0
    {
8280
0
        if (ImGuiWindow* window = FindWindowByName(name))
8281
0
            FocusWindow(window);
8282
0
    }
8283
0
    else
8284
0
    {
8285
0
        FocusWindow(NULL);
8286
0
    }
8287
0
}
8288
8289
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8290
0
{
8291
0
    ImGuiContext& g = *GImGui;
8292
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8293
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8294
0
    g.NextWindowData.PosVal = pos;
8295
0
    g.NextWindowData.PosPivotVal = pivot;
8296
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8297
0
    g.NextWindowData.PosUndock = true;
8298
0
}
8299
8300
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8301
60.3k
{
8302
60.3k
    ImGuiContext& g = *GImGui;
8303
60.3k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8304
60.3k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8305
60.3k
    g.NextWindowData.SizeVal = size;
8306
60.3k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8307
60.3k
}
8308
8309
// For each axis:
8310
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8311
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8312
// - See "Demo->Examples->Constrained-resizing window" for examples.
8313
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8314
0
{
8315
0
    ImGuiContext& g = *GImGui;
8316
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8317
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8318
0
    g.NextWindowData.SizeCallback = custom_callback;
8319
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8320
0
}
8321
8322
// Content size = inner scrollable rectangle, padded with WindowPadding.
8323
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8324
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8325
0
{
8326
0
    ImGuiContext& g = *GImGui;
8327
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8328
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8329
0
}
8330
8331
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8332
0
{
8333
0
    ImGuiContext& g = *GImGui;
8334
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8335
0
    g.NextWindowData.ScrollVal = scroll;
8336
0
}
8337
8338
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8339
0
{
8340
0
    ImGuiContext& g = *GImGui;
8341
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8342
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8343
0
    g.NextWindowData.CollapsedVal = collapsed;
8344
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8345
0
}
8346
8347
void ImGui::SetNextWindowFocus()
8348
0
{
8349
0
    ImGuiContext& g = *GImGui;
8350
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8351
0
}
8352
8353
void ImGui::SetNextWindowBgAlpha(float alpha)
8354
0
{
8355
0
    ImGuiContext& g = *GImGui;
8356
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8357
0
    g.NextWindowData.BgAlphaVal = alpha;
8358
0
}
8359
8360
void ImGui::SetNextWindowViewport(ImGuiID id)
8361
0
{
8362
0
    ImGuiContext& g = *GImGui;
8363
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8364
0
    g.NextWindowData.ViewportId = id;
8365
0
}
8366
8367
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8368
0
{
8369
0
    ImGuiContext& g = *GImGui;
8370
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8371
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8372
0
    g.NextWindowData.DockId = id;
8373
0
}
8374
8375
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8376
0
{
8377
0
    ImGuiContext& g = *GImGui;
8378
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8379
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8380
0
    g.NextWindowData.WindowClass = *window_class;
8381
0
}
8382
8383
ImDrawList* ImGui::GetWindowDrawList()
8384
5.34k
{
8385
5.34k
    ImGuiWindow* window = GetCurrentWindow();
8386
5.34k
    return window->DrawList;
8387
5.34k
}
8388
8389
float ImGui::GetWindowDpiScale()
8390
0
{
8391
0
    ImGuiContext& g = *GImGui;
8392
0
    return g.CurrentDpiScale;
8393
0
}
8394
8395
ImGuiViewport* ImGui::GetWindowViewport()
8396
0
{
8397
0
    ImGuiContext& g = *GImGui;
8398
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8399
0
    return g.CurrentViewport;
8400
0
}
8401
8402
ImFont* ImGui::GetFont()
8403
624k
{
8404
624k
    return GImGui->Font;
8405
624k
}
8406
8407
float ImGui::GetFontSize()
8408
625k
{
8409
625k
    return GImGui->FontSize;
8410
625k
}
8411
8412
ImVec2 ImGui::GetFontTexUvWhitePixel()
8413
0
{
8414
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8415
0
}
8416
8417
void ImGui::SetWindowFontScale(float scale)
8418
0
{
8419
0
    IM_ASSERT(scale > 0.0f);
8420
0
    ImGuiContext& g = *GImGui;
8421
0
    ImGuiWindow* window = GetCurrentWindow();
8422
0
    window->FontWindowScale = scale;
8423
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8424
0
}
8425
8426
void ImGui::PushFocusScope(ImGuiID id)
8427
115k
{
8428
115k
    ImGuiContext& g = *GImGui;
8429
115k
    g.FocusScopeStack.push_back(id);
8430
115k
    g.CurrentFocusScopeId = id;
8431
115k
}
8432
8433
void ImGui::PopFocusScope()
8434
115k
{
8435
115k
    ImGuiContext& g = *GImGui;
8436
115k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8437
115k
    g.FocusScopeStack.pop_back();
8438
115k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8439
115k
}
8440
8441
// Focus = move navigation cursor, set scrolling, set focus window.
8442
void ImGui::FocusItem()
8443
0
{
8444
0
    ImGuiContext& g = *GImGui;
8445
0
    ImGuiWindow* window = g.CurrentWindow;
8446
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8447
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8448
0
    {
8449
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8450
0
        return;
8451
0
    }
8452
8453
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8454
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8455
0
    SetNavWindow(window);
8456
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8457
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8458
0
}
8459
8460
void ImGui::ActivateItemByID(ImGuiID id)
8461
0
{
8462
0
    ImGuiContext& g = *GImGui;
8463
0
    g.NavNextActivateId = id;
8464
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8465
0
}
8466
8467
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8468
// But ActivateItem() should function without altering scroll/focus?
8469
void ImGui::SetKeyboardFocusHere(int offset)
8470
0
{
8471
0
    ImGuiContext& g = *GImGui;
8472
0
    ImGuiWindow* window = g.CurrentWindow;
8473
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8474
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8475
8476
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8477
    // When we refactor this function into ActivateItem() we may want to make this an option.
8478
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8479
    // is also automatically dropped in the event g.ActiveId is stolen.
8480
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8481
0
    {
8482
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8483
0
        return;
8484
0
    }
8485
8486
0
    SetNavWindow(window);
8487
8488
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8489
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8490
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8491
0
    if (offset == -1)
8492
0
    {
8493
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8494
0
    }
8495
0
    else
8496
0
    {
8497
0
        g.NavTabbingDir = 1;
8498
0
        g.NavTabbingCounter = offset + 1;
8499
0
    }
8500
0
}
8501
8502
void ImGui::SetItemDefaultFocus()
8503
0
{
8504
0
    ImGuiContext& g = *GImGui;
8505
0
    ImGuiWindow* window = g.CurrentWindow;
8506
0
    if (!window->Appearing)
8507
0
        return;
8508
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8509
0
        return;
8510
8511
0
    g.NavInitRequest = false;
8512
0
    NavApplyItemToResult(&g.NavInitResult);
8513
0
    NavUpdateAnyRequestFlag();
8514
8515
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8516
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8517
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8518
0
}
8519
8520
void ImGui::SetStateStorage(ImGuiStorage* tree)
8521
0
{
8522
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8523
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8524
0
}
8525
8526
ImGuiStorage* ImGui::GetStateStorage()
8527
0
{
8528
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8529
0
    return window->DC.StateStorage;
8530
0
}
8531
8532
void ImGui::PushID(const char* str_id)
8533
5.34k
{
8534
5.34k
    ImGuiContext& g = *GImGui;
8535
5.34k
    ImGuiWindow* window = g.CurrentWindow;
8536
5.34k
    ImGuiID id = window->GetID(str_id);
8537
5.34k
    window->IDStack.push_back(id);
8538
5.34k
}
8539
8540
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8541
0
{
8542
0
    ImGuiContext& g = *GImGui;
8543
0
    ImGuiWindow* window = g.CurrentWindow;
8544
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8545
0
    window->IDStack.push_back(id);
8546
0
}
8547
8548
void ImGui::PushID(const void* ptr_id)
8549
0
{
8550
0
    ImGuiContext& g = *GImGui;
8551
0
    ImGuiWindow* window = g.CurrentWindow;
8552
0
    ImGuiID id = window->GetID(ptr_id);
8553
0
    window->IDStack.push_back(id);
8554
0
}
8555
8556
void ImGui::PushID(int int_id)
8557
0
{
8558
0
    ImGuiContext& g = *GImGui;
8559
0
    ImGuiWindow* window = g.CurrentWindow;
8560
0
    ImGuiID id = window->GetID(int_id);
8561
0
    window->IDStack.push_back(id);
8562
0
}
8563
8564
// Push a given id value ignoring the ID stack as a seed.
8565
void ImGui::PushOverrideID(ImGuiID id)
8566
0
{
8567
0
    ImGuiContext& g = *GImGui;
8568
0
    ImGuiWindow* window = g.CurrentWindow;
8569
0
    if (g.DebugHookIdInfo == id)
8570
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8571
0
    window->IDStack.push_back(id);
8572
0
}
8573
8574
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8575
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8576
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8577
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8578
0
{
8579
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8580
0
    ImGuiContext& g = *GImGui;
8581
0
    if (g.DebugHookIdInfo == id)
8582
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8583
0
    return id;
8584
0
}
8585
8586
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8587
0
{
8588
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8589
0
    ImGuiContext& g = *GImGui;
8590
0
    if (g.DebugHookIdInfo == id)
8591
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8592
0
    return id;
8593
0
}
8594
8595
void ImGui::PopID()
8596
5.34k
{
8597
5.34k
    ImGuiWindow* window = GImGui->CurrentWindow;
8598
5.34k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8599
5.34k
    window->IDStack.pop_back();
8600
5.34k
}
8601
8602
ImGuiID ImGui::GetID(const char* str_id)
8603
0
{
8604
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8605
0
    return window->GetID(str_id);
8606
0
}
8607
8608
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8609
0
{
8610
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8611
0
    return window->GetID(str_id_begin, str_id_end);
8612
0
}
8613
8614
ImGuiID ImGui::GetID(const void* ptr_id)
8615
0
{
8616
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8617
0
    return window->GetID(ptr_id);
8618
0
}
8619
8620
bool ImGui::IsRectVisible(const ImVec2& size)
8621
0
{
8622
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8623
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8624
0
}
8625
8626
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8627
0
{
8628
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8629
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8630
0
}
8631
8632
8633
//-----------------------------------------------------------------------------
8634
// [SECTION] INPUTS
8635
//-----------------------------------------------------------------------------
8636
// - GetKeyData() [Internal]
8637
// - GetKeyIndex() [Internal]
8638
// - GetKeyName()
8639
// - GetKeyChordName() [Internal]
8640
// - CalcTypematicRepeatAmount() [Internal]
8641
// - GetTypematicRepeatRate() [Internal]
8642
// - GetKeyPressedAmount() [Internal]
8643
// - GetKeyMagnitude2d() [Internal]
8644
//-----------------------------------------------------------------------------
8645
// - UpdateKeyRoutingTable() [Internal]
8646
// - GetRoutingIdFromOwnerId() [Internal]
8647
// - GetShortcutRoutingData() [Internal]
8648
// - CalcRoutingScore() [Internal]
8649
// - SetShortcutRouting() [Internal]
8650
// - TestShortcutRouting() [Internal]
8651
//-----------------------------------------------------------------------------
8652
// - IsKeyDown()
8653
// - IsKeyPressed()
8654
// - IsKeyReleased()
8655
//-----------------------------------------------------------------------------
8656
// - IsMouseDown()
8657
// - IsMouseClicked()
8658
// - IsMouseReleased()
8659
// - IsMouseDoubleClicked()
8660
// - GetMouseClickedCount()
8661
// - IsMouseHoveringRect() [Internal]
8662
// - IsMouseDragPastThreshold() [Internal]
8663
// - IsMouseDragging()
8664
// - GetMousePos()
8665
// - SetMousePos() [Internal]
8666
// - GetMousePosOnOpeningCurrentPopup()
8667
// - IsMousePosValid()
8668
// - IsAnyMouseDown()
8669
// - GetMouseDragDelta()
8670
// - ResetMouseDragDelta()
8671
// - GetMouseCursor()
8672
// - SetMouseCursor()
8673
//-----------------------------------------------------------------------------
8674
// - UpdateAliasKey()
8675
// - GetMergedModsFromKeys()
8676
// - UpdateKeyboardInputs()
8677
// - UpdateMouseInputs()
8678
//-----------------------------------------------------------------------------
8679
// - LockWheelingWindow [Internal]
8680
// - FindBestWheelingWindow [Internal]
8681
// - UpdateMouseWheel() [Internal]
8682
//-----------------------------------------------------------------------------
8683
// - SetNextFrameWantCaptureKeyboard()
8684
// - SetNextFrameWantCaptureMouse()
8685
//-----------------------------------------------------------------------------
8686
// - GetInputSourceName() [Internal]
8687
// - DebugPrintInputEvent() [Internal]
8688
// - UpdateInputEvents() [Internal]
8689
//-----------------------------------------------------------------------------
8690
// - GetKeyOwner() [Internal]
8691
// - TestKeyOwner() [Internal]
8692
// - SetKeyOwner() [Internal]
8693
// - SetItemKeyOwner() [Internal]
8694
// - Shortcut() [Internal]
8695
//-----------------------------------------------------------------------------
8696
8697
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8698
1.38M
{
8699
1.38M
    ImGuiContext& g = *ctx;
8700
8701
    // Special storage location for mods
8702
1.38M
    if (key & ImGuiMod_Mask_)
8703
495k
        key = ConvertSingleModFlagToKey(ctx, key);
8704
8705
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8706
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8707
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8708
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8709
#else
8710
1.38M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8711
1.38M
#endif
8712
1.38M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8713
1.38M
}
8714
8715
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8716
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8717
{
8718
    ImGuiContext& g = *GImGui;
8719
    IM_ASSERT(IsNamedKey(key));
8720
    const ImGuiKeyData* key_data = GetKeyData(key);
8721
    return (ImGuiKey)(key_data - g.IO.KeysData);
8722
}
8723
#endif
8724
8725
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8726
static const char* const GKeyNames[] =
8727
{
8728
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8729
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8730
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8731
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8732
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8733
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8734
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8735
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8736
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8737
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8738
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8739
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8740
    "AppBack", "AppForward",
8741
    "GamepadStart", "GamepadBack",
8742
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8743
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8744
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8745
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8746
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8747
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8748
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8749
};
8750
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8751
8752
const char* ImGui::GetKeyName(ImGuiKey key)
8753
0
{
8754
0
    ImGuiContext& g = *GImGui;
8755
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8756
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8757
#else
8758
    if (IsLegacyKey(key))
8759
    {
8760
        if (g.IO.KeyMap[key] == -1)
8761
            return "N/A";
8762
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8763
        key = (ImGuiKey)g.IO.KeyMap[key];
8764
    }
8765
#endif
8766
0
    if (key == ImGuiKey_None)
8767
0
        return "None";
8768
0
    if (key & ImGuiMod_Mask_)
8769
0
        key = ConvertSingleModFlagToKey(&g, key);
8770
0
    if (!IsNamedKey(key))
8771
0
        return "Unknown";
8772
8773
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8774
0
}
8775
8776
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8777
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8778
0
{
8779
0
    ImGuiContext& g = *GImGui;
8780
0
    if (key_chord & ImGuiMod_Shortcut)
8781
0
        key_chord = ConvertShortcutMod(key_chord);
8782
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8783
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8784
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8785
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8786
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8787
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8788
0
}
8789
8790
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8791
// t1 = current time (e.g.: g.Time)
8792
// An event is triggered at:
8793
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8794
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8795
143
{
8796
143
    if (t1 == 0.0f)
8797
0
        return 1;
8798
143
    if (t0 >= t1)
8799
0
        return 0;
8800
143
    if (repeat_rate <= 0.0f)
8801
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8802
143
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8803
143
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8804
143
    const int count = count_t1 - count_t0;
8805
143
    return count;
8806
143
}
8807
8808
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8809
1.62k
{
8810
1.62k
    ImGuiContext& g = *GImGui;
8811
1.62k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8812
1.62k
    {
8813
502
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8814
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8815
1.12k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8816
1.62k
    }
8817
1.62k
}
8818
8819
// Return value representing the number of presses in the last time period, for the given repeat rate
8820
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8821
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8822
143
{
8823
143
    ImGuiContext& g = *GImGui;
8824
143
    const ImGuiKeyData* key_data = GetKeyData(key);
8825
143
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8826
0
        return 0;
8827
143
    const float t = key_data->DownDuration;
8828
143
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8829
143
}
8830
8831
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8832
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8833
0
{
8834
0
    return ImVec2(
8835
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8836
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8837
0
}
8838
8839
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8840
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8841
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8842
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8843
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8844
55.0k
{
8845
55.0k
    ImGuiContext& g = *GImGui;
8846
55.0k
    rt->EntriesNext.resize(0);
8847
8.53M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8848
8.47M
    {
8849
8.47M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8850
8.47M
        ImGuiKeyRoutingData* routing_entry;
8851
8.47M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8852
0
        {
8853
0
            routing_entry = &rt->Entries[old_routing_idx];
8854
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8855
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8856
0
            routing_entry->RoutingNextScore = 255;
8857
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8858
0
                continue;
8859
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8860
8861
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8862
0
            if (routing_entry->Mods == g.IO.KeyMods)
8863
0
            {
8864
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8865
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8866
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8867
0
            }
8868
0
        }
8869
8870
        // Rewrite linked-list
8871
8.47M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8872
8.47M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8873
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8874
8.47M
    }
8875
55.0k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8876
55.0k
}
8877
8878
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8879
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8880
0
{
8881
0
    ImGuiContext& g = *GImGui;
8882
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8883
0
}
8884
8885
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8886
0
{
8887
    // Majority of shortcuts will be Key + any number of Mods
8888
    // We accept _Single_ mod with ImGuiKey_None.
8889
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8890
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8891
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8892
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8893
0
    ImGuiContext& g = *GImGui;
8894
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8895
0
    ImGuiKeyRoutingData* routing_data;
8896
0
    if (key_chord & ImGuiMod_Shortcut)
8897
0
        key_chord = ConvertShortcutMod(key_chord);
8898
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8899
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8900
0
    if (key == ImGuiKey_None)
8901
0
        key = ConvertSingleModFlagToKey(&g, mods);
8902
0
    IM_ASSERT(IsNamedKey(key));
8903
8904
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8905
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8906
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8907
0
    {
8908
0
        routing_data = &rt->Entries[idx];
8909
0
        if (routing_data->Mods == mods)
8910
0
            return routing_data;
8911
0
    }
8912
8913
    // Add to linked-list
8914
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8915
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8916
0
    routing_data = &rt->Entries[routing_data_idx];
8917
0
    routing_data->Mods = (ImU16)mods;
8918
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8919
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8920
0
    return routing_data;
8921
0
}
8922
8923
// Current score encoding (lower is highest priority):
8924
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8925
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8926
//  -   2: ImGuiInputFlags_RouteGlobal
8927
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8928
//  - 254: ImGuiInputFlags_RouteGlobalLow
8929
//  - 255: never route
8930
// 'flags' should include an explicit routing policy
8931
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8932
0
{
8933
0
    if (flags & ImGuiInputFlags_RouteFocused)
8934
0
    {
8935
0
        ImGuiContext& g = *GImGui;
8936
0
        ImGuiWindow* focused = g.NavWindow;
8937
8938
        // ActiveID gets top priority
8939
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8940
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8941
0
            return 1;
8942
8943
        // Score based on distance to focused window (lower is better)
8944
        // Assuming both windows are submitting a routing request,
8945
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8946
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8947
        // Assuming only WindowA is submitting a routing request,
8948
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8949
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8950
0
            for (int next_score = 3; focused != NULL; next_score++)
8951
0
            {
8952
0
                if (focused == location)
8953
0
                {
8954
0
                    IM_ASSERT(next_score < 255);
8955
0
                    return next_score;
8956
0
                }
8957
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8958
0
            }
8959
0
        return 255;
8960
0
    }
8961
8962
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8963
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8964
0
        return 2;
8965
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8966
0
        return 254;
8967
0
    return 0;
8968
0
}
8969
8970
// Request a desired route for an input chord (key + mods).
8971
// Return true if the route is available this frame.
8972
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8973
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8974
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8975
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8976
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8977
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8978
110k
{
8979
110k
    ImGuiContext& g = *GImGui;
8980
110k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8981
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8982
110k
    else
8983
110k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8984
8985
110k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8986
0
        if (g.NavWindow == NULL)
8987
0
            return false;
8988
110k
    if (flags & ImGuiInputFlags_RouteAlways)
8989
110k
        return true;
8990
8991
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8992
0
    if (score == 255)
8993
0
        return false;
8994
8995
    // Submit routing for NEXT frame (assuming score is sufficient)
8996
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8997
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8998
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8999
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
9000
0
    if (score < routing_data->RoutingNextScore)
9001
0
    {
9002
0
        routing_data->RoutingNext = routing_id;
9003
0
        routing_data->RoutingNextScore = (ImU8)score;
9004
0
    }
9005
9006
    // Return routing state for CURRENT frame
9007
0
    return routing_data->RoutingCurr == routing_id;
9008
0
}
9009
9010
// Currently unused by core (but used by tests)
9011
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9012
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9013
0
{
9014
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9015
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9016
0
    return routing_data->RoutingCurr == routing_id;
9017
0
}
9018
9019
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9020
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9021
bool ImGui::IsKeyDown(ImGuiKey key)
9022
826k
{
9023
826k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9024
826k
}
9025
9026
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9027
831k
{
9028
831k
    const ImGuiKeyData* key_data = GetKeyData(key);
9029
831k
    if (!key_data->Down)
9030
800k
        return false;
9031
30.7k
    if (!TestKeyOwner(key, owner_id))
9032
35
        return false;
9033
30.7k
    return true;
9034
30.7k
}
9035
9036
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9037
29.0k
{
9038
29.0k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9039
29.0k
}
9040
9041
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9042
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9043
156k
{
9044
156k
    const ImGuiKeyData* key_data = GetKeyData(key);
9045
156k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9046
146k
        return false;
9047
10.2k
    const float t = key_data->DownDuration;
9048
10.2k
    if (t < 0.0f)
9049
0
        return false;
9050
10.2k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9051
9052
10.2k
    bool pressed = (t == 0.0f);
9053
10.2k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
9054
1.62k
    {
9055
1.62k
        float repeat_delay, repeat_rate;
9056
1.62k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9057
1.62k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9058
1.62k
    }
9059
10.2k
    if (!pressed)
9060
9.24k
        return false;
9061
1.05k
    if (!TestKeyOwner(key, owner_id))
9062
1
        return false;
9063
1.05k
    return true;
9064
1.05k
}
9065
9066
bool ImGui::IsKeyReleased(ImGuiKey key)
9067
0
{
9068
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9069
0
}
9070
9071
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9072
0
{
9073
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9074
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9075
0
        return false;
9076
0
    if (!TestKeyOwner(key, owner_id))
9077
0
        return false;
9078
0
    return true;
9079
0
}
9080
9081
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9082
0
{
9083
0
    ImGuiContext& g = *GImGui;
9084
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9085
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9086
0
}
9087
9088
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9089
132
{
9090
132
    ImGuiContext& g = *GImGui;
9091
132
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9092
132
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9093
132
}
9094
9095
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9096
1
{
9097
1
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9098
1
}
9099
9100
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9101
263
{
9102
263
    ImGuiContext& g = *GImGui;
9103
263
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9104
263
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9105
148
        return false;
9106
115
    const float t = g.IO.MouseDownDuration[button];
9107
115
    if (t < 0.0f)
9108
0
        return false;
9109
115
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9110
9111
115
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9112
115
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9113
115
    if (!pressed)
9114
84
        return false;
9115
9116
31
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9117
0
        return false;
9118
9119
31
    return true;
9120
31
}
9121
9122
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9123
0
{
9124
0
    ImGuiContext& g = *GImGui;
9125
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9126
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9127
0
}
9128
9129
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9130
262
{
9131
262
    ImGuiContext& g = *GImGui;
9132
262
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9133
262
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9134
262
}
9135
9136
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9137
0
{
9138
0
    ImGuiContext& g = *GImGui;
9139
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9140
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9141
0
}
9142
9143
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9144
0
{
9145
0
    ImGuiContext& g = *GImGui;
9146
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9147
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9148
0
}
9149
9150
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9151
0
{
9152
0
    ImGuiContext& g = *GImGui;
9153
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9154
0
    return g.IO.MouseClickedCount[button];
9155
0
}
9156
9157
// Test if mouse cursor is hovering given rectangle
9158
// NB- Rectangle is clipped by our current clip setting
9159
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9160
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9161
243k
{
9162
243k
    ImGuiContext& g = *GImGui;
9163
9164
    // Clip
9165
243k
    ImRect rect_clipped(r_min, r_max);
9166
243k
    if (clip)
9167
127k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9168
9169
    // Hit testing, expanded for touch input
9170
243k
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9171
239k
        return false;
9172
3.31k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9173
0
        return false;
9174
3.31k
    return true;
9175
3.31k
}
9176
9177
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9178
// [Internal] This doesn't test if the button is pressed
9179
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9180
328
{
9181
328
    ImGuiContext& g = *GImGui;
9182
328
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9183
328
    if (lock_threshold < 0.0f)
9184
328
        lock_threshold = g.IO.MouseDragThreshold;
9185
328
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9186
328
}
9187
9188
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9189
328
{
9190
328
    ImGuiContext& g = *GImGui;
9191
328
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9192
328
    if (!g.IO.MouseDown[button])
9193
0
        return false;
9194
328
    return IsMouseDragPastThreshold(button, lock_threshold);
9195
328
}
9196
9197
ImVec2 ImGui::GetMousePos()
9198
1.48k
{
9199
1.48k
    ImGuiContext& g = *GImGui;
9200
1.48k
    return g.IO.MousePos;
9201
1.48k
}
9202
9203
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9204
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9205
void ImGui::TeleportMousePos(const ImVec2& pos)
9206
0
{
9207
0
    ImGuiContext& g = *GImGui;
9208
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9209
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9210
0
    g.IO.WantSetMousePos = true;
9211
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9212
0
}
9213
9214
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9215
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9216
0
{
9217
0
    ImGuiContext& g = *GImGui;
9218
0
    if (g.BeginPopupStack.Size > 0)
9219
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9220
0
    return g.IO.MousePos;
9221
0
}
9222
9223
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9224
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9225
153k
{
9226
    // The assert is only to silence a false-positive in XCode Static Analysis.
9227
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9228
153k
    IM_ASSERT(GImGui != NULL);
9229
153k
    const float MOUSE_INVALID = -256000.0f;
9230
153k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9231
153k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9232
153k
}
9233
9234
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9235
bool ImGui::IsAnyMouseDown()
9236
0
{
9237
0
    ImGuiContext& g = *GImGui;
9238
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9239
0
        if (g.IO.MouseDown[n])
9240
0
            return true;
9241
0
    return false;
9242
0
}
9243
9244
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9245
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9246
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9247
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9248
0
{
9249
0
    ImGuiContext& g = *GImGui;
9250
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9251
0
    if (lock_threshold < 0.0f)
9252
0
        lock_threshold = g.IO.MouseDragThreshold;
9253
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9254
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9255
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9256
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9257
0
    return ImVec2(0.0f, 0.0f);
9258
0
}
9259
9260
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9261
0
{
9262
0
    ImGuiContext& g = *GImGui;
9263
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9264
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9265
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9266
0
}
9267
9268
// Get desired mouse cursor shape.
9269
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9270
// updated during the frame, and locked in EndFrame()/Render().
9271
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9272
ImGuiMouseCursor ImGui::GetMouseCursor()
9273
0
{
9274
0
    ImGuiContext& g = *GImGui;
9275
0
    return g.MouseCursor;
9276
0
}
9277
9278
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9279
0
{
9280
0
    ImGuiContext& g = *GImGui;
9281
0
    g.MouseCursor = cursor_type;
9282
0
}
9283
9284
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9285
385k
{
9286
385k
    IM_ASSERT(ImGui::IsAliasKey(key));
9287
385k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9288
385k
    key_data->Down = v;
9289
385k
    key_data->AnalogValue = analog_value;
9290
385k
}
9291
9292
// [Internal] Do not use directly
9293
static ImGuiKeyChord GetMergedModsFromKeys()
9294
110k
{
9295
110k
    ImGuiKeyChord mods = 0;
9296
110k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9297
110k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9298
110k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9299
110k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9300
110k
    return mods;
9301
110k
}
9302
9303
static void ImGui::UpdateKeyboardInputs()
9304
55.0k
{
9305
55.0k
    ImGuiContext& g = *GImGui;
9306
55.0k
    ImGuiIO& io = g.IO;
9307
9308
    // Import legacy keys or verify they are not used
9309
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9310
    if (io.BackendUsingLegacyKeyArrays == 0)
9311
    {
9312
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9313
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9314
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9315
    }
9316
    else
9317
    {
9318
        if (g.FrameCount == 0)
9319
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9320
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9321
9322
        // Build reverse KeyMap (Named -> Legacy)
9323
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9324
            if (io.KeyMap[n] != -1)
9325
            {
9326
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9327
                io.KeyMap[io.KeyMap[n]] = n;
9328
            }
9329
9330
        // Import legacy keys into new ones
9331
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9332
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9333
            {
9334
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9335
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9336
                io.KeysData[key].Down = io.KeysDown[n];
9337
                if (key != n)
9338
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9339
                io.BackendUsingLegacyKeyArrays = 1;
9340
            }
9341
        if (io.BackendUsingLegacyKeyArrays == 1)
9342
        {
9343
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9344
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9345
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9346
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9347
        }
9348
    }
9349
9350
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9351
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9352
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9353
    {
9354
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9355
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9356
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9357
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9358
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9359
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9360
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9361
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9362
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9363
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9364
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9365
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9366
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9367
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9368
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9369
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9370
        #undef NAV_MAP_KEY
9371
    }
9372
#endif
9373
#endif
9374
9375
    // Update aliases
9376
330k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9377
275k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9378
55.0k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9379
55.0k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9380
9381
    // Synchronize io.KeyMods and io.KeyXXX values.
9382
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9383
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9384
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9385
55.0k
    io.KeyMods = GetMergedModsFromKeys();
9386
55.0k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9387
55.0k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9388
55.0k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9389
55.0k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9390
9391
    // Clear gamepad data if disabled
9392
55.0k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9393
1.37M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9394
1.32M
        {
9395
1.32M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9396
1.32M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9397
1.32M
        }
9398
9399
    // Update keys
9400
8.53M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9401
8.47M
    {
9402
8.47M
        ImGuiKeyData* key_data = &io.KeysData[i];
9403
8.47M
        key_data->DownDurationPrev = key_data->DownDuration;
9404
8.47M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9405
8.47M
    }
9406
9407
    // Update keys/input owner (named keys only): one entry per key
9408
8.53M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9409
8.47M
    {
9410
8.47M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9411
8.47M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9412
8.47M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9413
8.47M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9414
8.40M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9415
8.47M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9416
8.47M
    }
9417
9418
55.0k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9419
55.0k
}
9420
9421
static void ImGui::UpdateMouseInputs()
9422
55.0k
{
9423
55.0k
    ImGuiContext& g = *GImGui;
9424
55.0k
    ImGuiIO& io = g.IO;
9425
9426
    // Mouse Wheel swapping flag
9427
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9428
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9429
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9430
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9431
55.0k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9432
9433
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9434
55.0k
    if (IsMousePosValid(&io.MousePos))
9435
15.0k
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9436
9437
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9438
55.0k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9439
13.9k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9440
41.0k
    else
9441
41.0k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9442
9443
    // Update stationary timer.
9444
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9445
55.0k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9446
55.0k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9447
55.0k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9448
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9449
9450
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9451
55.0k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9452
1.75k
        g.NavDisableMouseHover = false;
9453
9454
330k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9455
275k
    {
9456
275k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9457
275k
        io.MouseClickedCount[i] = 0; // Will be filled below
9458
275k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9459
275k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9460
275k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9461
275k
        if (io.MouseClicked[i])
9462
3.06k
        {
9463
3.06k
            bool is_repeated_click = false;
9464
3.06k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9465
1.85k
            {
9466
1.85k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9467
1.85k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9468
1.47k
                    is_repeated_click = true;
9469
1.85k
            }
9470
3.06k
            if (is_repeated_click)
9471
1.47k
                io.MouseClickedLastCount[i]++;
9472
1.59k
            else
9473
1.59k
                io.MouseClickedLastCount[i] = 1;
9474
3.06k
            io.MouseClickedTime[i] = g.Time;
9475
3.06k
            io.MouseClickedPos[i] = io.MousePos;
9476
3.06k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9477
3.06k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9478
3.06k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9479
3.06k
        }
9480
272k
        else if (io.MouseDown[i])
9481
21.0k
        {
9482
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9483
21.0k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9484
21.0k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9485
21.0k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9486
21.0k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9487
21.0k
        }
9488
9489
        // We provide io.MouseDoubleClicked[] as a legacy service
9490
275k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9491
9492
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9493
275k
        if (io.MouseClicked[i])
9494
3.06k
            g.NavDisableMouseHover = false;
9495
275k
    }
9496
55.0k
}
9497
9498
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9499
0
{
9500
0
    ImGuiContext& g = *GImGui;
9501
0
    if (window)
9502
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9503
0
    else
9504
0
        g.WheelingWindowReleaseTimer = 0.0f;
9505
0
    if (g.WheelingWindow == window)
9506
0
        return;
9507
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9508
0
    g.WheelingWindow = window;
9509
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9510
0
    if (window == NULL)
9511
0
    {
9512
0
        g.WheelingWindowStartFrame = -1;
9513
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9514
0
    }
9515
0
}
9516
9517
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9518
11
{
9519
    // For each axis, find window in the hierarchy that may want to use scrolling
9520
11
    ImGuiContext& g = *GImGui;
9521
11
    ImGuiWindow* windows[2] = { NULL, NULL };
9522
33
    for (int axis = 0; axis < 2; axis++)
9523
22
        if (wheel[axis] != 0.0f)
9524
13
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9525
0
            {
9526
                // Bubble up into parent window if:
9527
                // - a child window doesn't allow any scrolling.
9528
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9529
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9530
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9531
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9532
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9533
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9534
0
                    break; // select this window
9535
0
            }
9536
11
    if (windows[0] == NULL && windows[1] == NULL)
9537
0
        return NULL;
9538
9539
    // If there's only one window or only one axis then there's no ambiguity
9540
11
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9541
11
        return windows[1] ? windows[1] : windows[0];
9542
9543
    // If candidate are different windows we need to decide which one to prioritize
9544
    // - First frame: only find a winner if one axis is zero.
9545
    // - Subsequent frames: only find a winner when one is more than the other.
9546
0
    if (g.WheelingWindowStartFrame == -1)
9547
0
        g.WheelingWindowStartFrame = g.FrameCount;
9548
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9549
0
    {
9550
0
        g.WheelingWindowWheelRemainder = wheel;
9551
0
        return NULL;
9552
0
    }
9553
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9554
0
}
9555
9556
// Called by NewFrame()
9557
void ImGui::UpdateMouseWheel()
9558
55.0k
{
9559
    // Reset the locked window if we move the mouse or after the timer elapses.
9560
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9561
55.0k
    ImGuiContext& g = *GImGui;
9562
55.0k
    if (g.WheelingWindow != NULL)
9563
0
    {
9564
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9565
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9566
0
            g.WheelingWindowReleaseTimer = 0.0f;
9567
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9568
0
            LockWheelingWindow(NULL, 0.0f);
9569
0
    }
9570
9571
55.0k
    ImVec2 wheel;
9572
55.0k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9573
55.0k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9574
9575
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9576
55.0k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9577
55.0k
    if (!mouse_window || mouse_window->Collapsed)
9578
54.8k
        return;
9579
9580
    // Zoom / Scale window
9581
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9582
239
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9583
0
    {
9584
0
        LockWheelingWindow(mouse_window, wheel.y);
9585
0
        ImGuiWindow* window = mouse_window;
9586
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9587
0
        const float scale = new_font_scale / window->FontWindowScale;
9588
0
        window->FontWindowScale = new_font_scale;
9589
0
        if (window == window->RootWindow)
9590
0
        {
9591
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9592
0
            SetWindowPos(window, window->Pos + offset, 0);
9593
0
            window->Size = ImTrunc(window->Size * scale);
9594
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9595
0
        }
9596
0
        return;
9597
0
    }
9598
239
    if (g.IO.KeyCtrl)
9599
0
        return;
9600
9601
    // Mouse wheel scrolling
9602
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9603
239
    if (g.IO.MouseWheelRequestAxisSwap)
9604
0
        wheel = ImVec2(wheel.y, 0.0f);
9605
9606
    // Maintain a rough average of moving magnitude on both axises
9607
    // FIXME: should by based on wall clock time rather than frame-counter
9608
239
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9609
239
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9610
9611
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9612
239
    wheel += g.WheelingWindowWheelRemainder;
9613
239
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9614
239
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9615
228
        return;
9616
9617
    // Mouse wheel scrolling: find target and apply
9618
    // - don't renew lock if axis doesn't apply on the window.
9619
    // - select a main axis when both axises are being moved.
9620
11
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9621
11
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9622
11
        {
9623
11
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9624
11
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9625
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9626
11
            if (do_scroll[ImGuiAxis_X])
9627
0
            {
9628
0
                LockWheelingWindow(window, wheel.x);
9629
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9630
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9631
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9632
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9633
0
            }
9634
11
            if (do_scroll[ImGuiAxis_Y])
9635
0
            {
9636
0
                LockWheelingWindow(window, wheel.y);
9637
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9638
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9639
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9640
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9641
0
            }
9642
11
        }
9643
11
}
9644
9645
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9646
0
{
9647
0
    ImGuiContext& g = *GImGui;
9648
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9649
0
}
9650
9651
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9652
0
{
9653
0
    ImGuiContext& g = *GImGui;
9654
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9655
0
}
9656
9657
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9658
static const char* GetInputSourceName(ImGuiInputSource source)
9659
0
{
9660
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9661
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9662
0
    return input_source_names[source];
9663
0
}
9664
static const char* GetMouseSourceName(ImGuiMouseSource source)
9665
0
{
9666
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9667
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9668
0
    return mouse_source_names[source];
9669
0
}
9670
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9671
0
{
9672
0
    ImGuiContext& g = *GImGui;
9673
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9674
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9675
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9676
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9677
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9678
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9679
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9680
0
}
9681
#endif
9682
9683
// Process input queue
9684
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9685
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9686
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9687
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9688
55.0k
{
9689
55.0k
    ImGuiContext& g = *GImGui;
9690
55.0k
    ImGuiIO& io = g.IO;
9691
9692
    // Only trickle chars<>key when working with InputText()
9693
    // FIXME: InputText() could parse event trail?
9694
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9695
55.0k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9696
9697
55.0k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9698
55.0k
    int  mouse_button_changed = 0x00;
9699
55.0k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9700
9701
55.0k
    int event_n = 0;
9702
73.5k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9703
23.0k
    {
9704
23.0k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9705
23.0k
        if (e->Type == ImGuiInputEventType_MousePos)
9706
4.13k
        {
9707
4.13k
            if (g.IO.WantSetMousePos)
9708
0
                continue;
9709
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9710
4.13k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9711
4.13k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9712
845
                break;
9713
3.29k
            io.MousePos = event_pos;
9714
3.29k
            io.MouseSource = e->MousePos.MouseSource;
9715
3.29k
            mouse_moved = true;
9716
3.29k
        }
9717
18.8k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9718
5.68k
        {
9719
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9720
5.68k
            const ImGuiMouseButton button = e->MouseButton.Button;
9721
5.68k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9722
5.68k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9723
1.50k
                break;
9724
4.18k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9725
0
                break;
9726
4.18k
            io.MouseDown[button] = e->MouseButton.Down;
9727
4.18k
            io.MouseSource = e->MouseButton.MouseSource;
9728
4.18k
            mouse_button_changed |= (1 << button);
9729
4.18k
        }
9730
13.2k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9731
2.91k
        {
9732
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9733
2.91k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9734
1.28k
                break;
9735
1.62k
            io.MouseWheelH += e->MouseWheel.WheelX;
9736
1.62k
            io.MouseWheel += e->MouseWheel.WheelY;
9737
1.62k
            io.MouseSource = e->MouseWheel.MouseSource;
9738
1.62k
            mouse_wheeled = true;
9739
1.62k
        }
9740
10.2k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9741
0
        {
9742
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9743
0
        }
9744
10.2k
        else if (e->Type == ImGuiInputEventType_Key)
9745
4.04k
        {
9746
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9747
4.04k
            ImGuiKey key = e->Key.Key;
9748
4.04k
            IM_ASSERT(key != ImGuiKey_None);
9749
4.04k
            ImGuiKeyData* key_data = GetKeyData(key);
9750
4.04k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9751
4.04k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9752
104
                break;
9753
3.94k
            key_data->Down = e->Key.Down;
9754
3.94k
            key_data->AnalogValue = e->Key.AnalogValue;
9755
3.94k
            key_changed = true;
9756
3.94k
            key_changed_mask.SetBit(key_data_index);
9757
9758
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9759
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9760
            io.KeysDown[key_data_index] = key_data->Down;
9761
            if (io.KeyMap[key_data_index] != -1)
9762
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9763
#endif
9764
3.94k
        }
9765
6.24k
        else if (e->Type == ImGuiInputEventType_Text)
9766
4.76k
        {
9767
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9768
4.76k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9769
778
                break;
9770
3.98k
            unsigned int c = e->Text.Char;
9771
3.98k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9772
3.98k
            if (trickle_interleaved_keys_and_text)
9773
0
                text_inputted = true;
9774
3.98k
        }
9775
1.47k
        else if (e->Type == ImGuiInputEventType_Focus)
9776
1.47k
        {
9777
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9778
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9779
1.47k
            const bool focus_lost = !e->AppFocused.Focused;
9780
1.47k
            io.AppFocusLost = focus_lost;
9781
1.47k
        }
9782
0
        else
9783
0
        {
9784
0
            IM_ASSERT(0 && "Unknown event!");
9785
0
        }
9786
23.0k
    }
9787
9788
    // Record trail (for domain-specific applications wanting to access a precise trail)
9789
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9790
73.5k
    for (int n = 0; n < event_n; n++)
9791
18.5k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9792
9793
    // [DEBUG]
9794
55.0k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9795
55.0k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9796
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9797
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9798
55.0k
#endif
9799
9800
    // Remaining events will be processed on the next frame
9801
55.0k
    if (event_n == g.InputEventsQueue.Size)
9802
50.5k
        g.InputEventsQueue.resize(0);
9803
4.51k
    else
9804
4.51k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9805
9806
    // Clear buttons state when focus is lost
9807
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9808
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9809
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9810
55.0k
    if (g.IO.AppFocusLost)
9811
1.40k
        g.IO.ClearInputKeys();
9812
55.0k
}
9813
9814
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9815
0
{
9816
0
    if (!IsNamedKeyOrModKey(key))
9817
0
        return ImGuiKeyOwner_None;
9818
9819
0
    ImGuiContext& g = *GImGui;
9820
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9821
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9822
9823
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9824
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9825
0
            return ImGuiKeyOwner_None;
9826
9827
0
    return owner_id;
9828
0
}
9829
9830
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9831
// TestKeyOwner(..., None) : (owner == None)
9832
// TestKeyOwner(..., Any)  : no owner test
9833
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9834
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9835
142k
{
9836
142k
    if (!IsNamedKeyOrModKey(key))
9837
0
        return true;
9838
9839
142k
    ImGuiContext& g = *GImGui;
9840
142k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9841
424
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9842
36
            return false;
9843
9844
142k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9845
142k
    if (owner_id == ImGuiKeyOwner_Any)
9846
30.6k
        return (owner_data->LockThisFrame == false);
9847
9848
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9849
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9850
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9851
111k
    if (owner_data->OwnerCurr != owner_id)
9852
31
    {
9853
31
        if (owner_data->LockThisFrame)
9854
0
            return false;
9855
31
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9856
0
            return false;
9857
31
    }
9858
9859
111k
    return true;
9860
111k
}
9861
9862
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9863
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9864
// - SetKeyOwner(..., None)              : clears owner
9865
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9866
// - SetKeyOwner(..., Any or None, Lock) : set lock
9867
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9868
31
{
9869
31
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9870
31
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9871
9872
31
    ImGuiContext& g = *GImGui;
9873
31
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9874
31
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9875
9876
    // We cannot lock by default as it would likely break lots of legacy code.
9877
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9878
31
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9879
31
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9880
31
}
9881
9882
// Rarely used helper
9883
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9884
0
{
9885
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9886
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9887
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9888
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9889
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9890
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9891
0
}
9892
9893
// This is more or less equivalent to:
9894
//   if (IsItemHovered() || IsItemActive())
9895
//       SetKeyOwner(key, GetItemID());
9896
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9897
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9898
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9899
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9900
0
{
9901
0
    ImGuiContext& g = *GImGui;
9902
0
    ImGuiID id = g.LastItemData.ID;
9903
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9904
0
        return;
9905
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9906
0
        flags |= ImGuiInputFlags_CondDefault_;
9907
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9908
0
    {
9909
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9910
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9911
0
    }
9912
0
}
9913
9914
// This is the only public API until we expose owner_id versions of the API as replacements.
9915
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
9916
0
{
9917
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
9918
0
}
9919
9920
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
9921
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9922
110k
{
9923
110k
    ImGuiContext& g = *GImGui;
9924
110k
    if (key_chord & ImGuiMod_Shortcut)
9925
0
        key_chord = ConvertShortcutMod(key_chord);
9926
110k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9927
110k
    if (g.IO.KeyMods != mods)
9928
110k
        return false;
9929
9930
    // Special storage location for mods
9931
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9932
0
    if (key == ImGuiKey_None)
9933
0
        key = ConvertSingleModFlagToKey(&g, mods);
9934
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9935
0
        return false;
9936
0
    return true;
9937
0
}
9938
9939
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9940
110k
{
9941
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9942
110k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9943
110k
        flags |= ImGuiInputFlags_RouteFocused;
9944
110k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9945
0
        return false;
9946
9947
110k
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
9948
110k
        return false;
9949
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9950
0
    return true;
9951
110k
}
9952
9953
9954
//-----------------------------------------------------------------------------
9955
// [SECTION] ERROR CHECKING
9956
//-----------------------------------------------------------------------------
9957
9958
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9959
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9960
// If this triggers you have an issue:
9961
// - Most commonly: mismatched headers and compiled code version.
9962
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9963
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9964
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9965
//   Otherwise it is possible that different compilation units would see different structure layout
9966
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9967
1
{
9968
1
    bool error = false;
9969
1
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9970
1
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9971
1
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9972
1
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9973
1
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9974
1
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9975
1
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9976
1
    return !error;
9977
1
}
9978
9979
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9980
// This is causing issues and ambiguity and we need to retire that.
9981
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9982
// [Scenario 1]
9983
//  Previously this would make the window content size ~200x200:
9984
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9985
//  Instead, please submit an item:
9986
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9987
//  Alternative:
9988
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9989
// [Scenario 2]
9990
//  For reference this is one of the issue what we aim to fix with this change:
9991
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9992
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9993
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9994
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9995
0
{
9996
0
    ImGuiContext& g = *GImGui;
9997
0
    ImGuiWindow* window = g.CurrentWindow;
9998
0
    IM_ASSERT(window->DC.IsSetPos);
9999
0
    window->DC.IsSetPos = false;
10000
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10001
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
10002
0
        return;
10003
0
    if (window->SkipItems)
10004
0
        return;
10005
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
10006
#else
10007
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10008
#endif
10009
0
}
10010
10011
static void ImGui::ErrorCheckNewFrameSanityChecks()
10012
55.0k
{
10013
55.0k
    ImGuiContext& g = *GImGui;
10014
10015
    // Check user IM_ASSERT macro
10016
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10017
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10018
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10019
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10020
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10021
55.0k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10022
10023
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10024
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10025
#ifdef __EMSCRIPTEN__
10026
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10027
        g.IO.DeltaTime = 0.00001f;
10028
#endif
10029
10030
    // Check user data
10031
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10032
55.0k
    IM_ASSERT(g.Initialized);
10033
55.0k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10034
55.0k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10035
55.0k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10036
55.0k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10037
55.0k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10038
55.0k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10039
55.0k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10040
55.0k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10041
55.0k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10042
55.0k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10043
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10044
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10045
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10046
10047
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10048
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10049
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10050
#endif
10051
10052
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10053
55.0k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10054
1
        g.IO.ConfigWindowsResizeFromEdges = false;
10055
10056
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10057
55.0k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10058
55.0k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10059
55.0k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10060
55.0k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10061
10062
    // Perform simple checks: multi-viewport and platform windows support
10063
55.0k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10064
1
    {
10065
1
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10066
0
        {
10067
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10068
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10069
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10070
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10071
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10072
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10073
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10074
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10075
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10076
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10077
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10078
0
        }
10079
1
        else
10080
1
        {
10081
            // Disable feature, our backends do not support it
10082
1
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10083
1
        }
10084
10085
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10086
1
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10087
0
        {
10088
0
            IM_UNUSED(mon);
10089
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10090
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10091
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10092
0
        }
10093
1
    }
10094
55.0k
}
10095
10096
static void ImGui::ErrorCheckEndFrameSanityChecks()
10097
55.0k
{
10098
55.0k
    ImGuiContext& g = *GImGui;
10099
10100
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10101
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10102
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10103
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10104
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10105
    // while still correctly asserting on mid-frame key press events.
10106
55.0k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10107
55.0k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10108
55.0k
    IM_UNUSED(key_mods);
10109
10110
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10111
    //ErrorCheckEndFrameRecover();
10112
10113
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10114
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10115
55.0k
    if (g.CurrentWindowStack.Size != 1)
10116
0
    {
10117
0
        if (g.CurrentWindowStack.Size > 1)
10118
0
        {
10119
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10120
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10121
0
            IM_UNUSED(window);
10122
0
            while (g.CurrentWindowStack.Size > 1)
10123
0
                End();
10124
0
        }
10125
0
        else
10126
0
        {
10127
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10128
0
        }
10129
0
    }
10130
10131
55.0k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10132
55.0k
}
10133
10134
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10135
// Must be called during or before EndFrame().
10136
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10137
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10138
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10139
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10140
0
{
10141
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10142
0
    ImGuiContext& g = *GImGui;
10143
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10144
0
    {
10145
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10146
0
        ImGuiWindow* window = g.CurrentWindow;
10147
0
        if (g.CurrentWindowStack.Size == 1)
10148
0
        {
10149
0
            IM_ASSERT(window->IsFallbackWindow);
10150
0
            break;
10151
0
        }
10152
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10153
0
        {
10154
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10155
0
            EndChild();
10156
0
        }
10157
0
        else
10158
0
        {
10159
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10160
0
            End();
10161
0
        }
10162
0
    }
10163
0
}
10164
10165
// Must be called before End()/EndChild()
10166
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10167
0
{
10168
0
    ImGuiContext& g = *GImGui;
10169
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10170
0
    {
10171
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10172
0
        EndTable();
10173
0
    }
10174
10175
0
    ImGuiWindow* window = g.CurrentWindow;
10176
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10177
0
    IM_ASSERT(window != NULL);
10178
0
    while (g.CurrentTabBar != NULL) //-V1044
10179
0
    {
10180
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10181
0
        EndTabBar();
10182
0
    }
10183
0
    while (window->DC.TreeDepth > 0)
10184
0
    {
10185
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10186
0
        TreePop();
10187
0
    }
10188
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10189
0
    {
10190
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10191
0
        EndGroup();
10192
0
    }
10193
0
    while (window->IDStack.Size > 1)
10194
0
    {
10195
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10196
0
        PopID();
10197
0
    }
10198
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10199
0
    {
10200
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10201
0
        EndDisabled();
10202
0
    }
10203
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10204
0
    {
10205
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10206
0
        PopStyleColor();
10207
0
    }
10208
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10209
0
    {
10210
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10211
0
        PopItemFlag();
10212
0
    }
10213
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10214
0
    {
10215
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10216
0
        PopStyleVar();
10217
0
    }
10218
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10219
0
    {
10220
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10221
0
        PopFont();
10222
0
    }
10223
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10224
0
    {
10225
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10226
0
        PopFocusScope();
10227
0
    }
10228
0
}
10229
10230
// Save current stack sizes for later compare
10231
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10232
115k
{
10233
115k
    ImGuiContext& g = *ctx;
10234
115k
    ImGuiWindow* window = g.CurrentWindow;
10235
115k
    SizeOfIDStack = (short)window->IDStack.Size;
10236
115k
    SizeOfColorStack = (short)g.ColorStack.Size;
10237
115k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10238
115k
    SizeOfFontStack = (short)g.FontStack.Size;
10239
115k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10240
115k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10241
115k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10242
115k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10243
115k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10244
115k
}
10245
10246
// Compare to detect usage errors
10247
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10248
115k
{
10249
115k
    ImGuiContext& g = *ctx;
10250
115k
    ImGuiWindow* window = g.CurrentWindow;
10251
115k
    IM_UNUSED(window);
10252
10253
    // Window stacks
10254
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10255
115k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10256
10257
    // Global stacks
10258
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10259
115k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10260
115k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10261
115k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10262
115k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10263
115k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10264
115k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10265
115k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10266
115k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10267
115k
}
10268
10269
10270
//-----------------------------------------------------------------------------
10271
// [SECTION] LAYOUT
10272
//-----------------------------------------------------------------------------
10273
// - ItemSize()
10274
// - ItemAdd()
10275
// - SameLine()
10276
// - GetCursorScreenPos()
10277
// - SetCursorScreenPos()
10278
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10279
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10280
// - GetCursorStartPos()
10281
// - Indent()
10282
// - Unindent()
10283
// - SetNextItemWidth()
10284
// - PushItemWidth()
10285
// - PushMultiItemsWidths()
10286
// - PopItemWidth()
10287
// - CalcItemWidth()
10288
// - CalcItemSize()
10289
// - GetTextLineHeight()
10290
// - GetTextLineHeightWithSpacing()
10291
// - GetFrameHeight()
10292
// - GetFrameHeightWithSpacing()
10293
// - GetContentRegionMax()
10294
// - GetContentRegionMaxAbs() [Internal]
10295
// - GetContentRegionAvail(),
10296
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10297
// - BeginGroup()
10298
// - EndGroup()
10299
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10300
//-----------------------------------------------------------------------------
10301
10302
// Advance cursor given item size for layout.
10303
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10304
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10305
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10306
10.6k
{
10307
10.6k
    ImGuiContext& g = *GImGui;
10308
10.6k
    ImGuiWindow* window = g.CurrentWindow;
10309
10.6k
    if (window->SkipItems)
10310
0
        return;
10311
10312
    // We increase the height in this function to accommodate for baseline offset.
10313
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10314
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10315
10.6k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10316
10317
10.6k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10318
10.6k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10319
10320
    // Always align ourselves on pixel boundaries
10321
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10322
10.6k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10323
10.6k
    window->DC.CursorPosPrevLine.y = line_y1;
10324
10.6k
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10325
10.6k
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10326
10.6k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10327
10.6k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10328
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10329
10330
10.6k
    window->DC.PrevLineSize.y = line_height;
10331
10.6k
    window->DC.CurrLineSize.y = 0.0f;
10332
10.6k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10333
10.6k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10334
10.6k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10335
10336
    // Horizontal layout mode
10337
10.6k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10338
0
        SameLine();
10339
10.6k
}
10340
10341
// Declare item bounding box for clipping and interaction.
10342
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10343
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10344
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10345
130k
{
10346
130k
    ImGuiContext& g = *GImGui;
10347
130k
    ImGuiWindow* window = g.CurrentWindow;
10348
10349
    // Set item data
10350
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10351
130k
    g.LastItemData.ID = id;
10352
130k
    g.LastItemData.Rect = bb;
10353
130k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10354
130k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10355
130k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10356
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10357
10358
    // Directional navigation processing
10359
130k
    if (id != 0)
10360
124k
    {
10361
124k
        KeepAliveID(id);
10362
10363
        // Runs prior to clipping early-out
10364
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10365
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10366
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10367
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10368
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10369
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10370
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10371
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10372
124k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10373
114k
        {
10374
114k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10375
114k
            if (g.NavId == id || g.NavAnyRequest)
10376
526
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10377
291
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10378
291
                        NavProcessItem();
10379
114k
        }
10380
10381
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10382
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10383
        // READ THE FAQ: https://dearimgui.com/faq
10384
124k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10385
124k
    }
10386
130k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10387
130k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10388
10389
#ifdef IMGUI_ENABLE_TEST_ENGINE
10390
    if (id != 0)
10391
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10392
#endif
10393
10394
    // Clipping test
10395
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10396
    //const bool is_clipped = IsClippedEx(bb, id);
10397
    //if (is_clipped)
10398
    //    return false;
10399
130k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10400
130k
    if (!is_rect_visible)
10401
4.23k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10402
4.23k
            if (!g.LogEnabled)
10403
4.23k
                return false;
10404
10405
    // [DEBUG]
10406
125k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10407
125k
    if (id != 0 && id == g.DebugLocateId)
10408
0
        DebugLocateItemResolveWithLastItem();
10409
125k
#endif
10410
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10411
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10412
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10413
10414
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10415
125k
    if (is_rect_visible)
10416
125k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10417
125k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10418
745
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10419
125k
    return true;
10420
130k
}
10421
10422
// Gets back to previous line and continue with horizontal layout
10423
//      offset_from_start_x == 0 : follow right after previous item
10424
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10425
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10426
//      spacing_w >= 0           : enforce spacing amount
10427
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10428
0
{
10429
0
    ImGuiContext& g = *GImGui;
10430
0
    ImGuiWindow* window = g.CurrentWindow;
10431
0
    if (window->SkipItems)
10432
0
        return;
10433
10434
0
    if (offset_from_start_x != 0.0f)
10435
0
    {
10436
0
        if (spacing_w < 0.0f)
10437
0
            spacing_w = 0.0f;
10438
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10439
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10440
0
    }
10441
0
    else
10442
0
    {
10443
0
        if (spacing_w < 0.0f)
10444
0
            spacing_w = g.Style.ItemSpacing.x;
10445
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10446
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10447
0
    }
10448
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10449
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10450
0
    window->DC.IsSameLine = true;
10451
0
}
10452
10453
ImVec2 ImGui::GetCursorScreenPos()
10454
6.83k
{
10455
6.83k
    ImGuiWindow* window = GetCurrentWindowRead();
10456
6.83k
    return window->DC.CursorPos;
10457
6.83k
}
10458
10459
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10460
0
{
10461
0
    ImGuiWindow* window = GetCurrentWindow();
10462
0
    window->DC.CursorPos = pos;
10463
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10464
0
    window->DC.IsSetPos = true;
10465
0
}
10466
10467
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10468
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10469
ImVec2 ImGui::GetCursorPos()
10470
0
{
10471
0
    ImGuiWindow* window = GetCurrentWindowRead();
10472
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10473
0
}
10474
10475
float ImGui::GetCursorPosX()
10476
0
{
10477
0
    ImGuiWindow* window = GetCurrentWindowRead();
10478
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10479
0
}
10480
10481
float ImGui::GetCursorPosY()
10482
0
{
10483
0
    ImGuiWindow* window = GetCurrentWindowRead();
10484
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10485
0
}
10486
10487
void ImGui::SetCursorPos(const ImVec2& local_pos)
10488
0
{
10489
0
    ImGuiWindow* window = GetCurrentWindow();
10490
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10491
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10492
0
    window->DC.IsSetPos = true;
10493
0
}
10494
10495
void ImGui::SetCursorPosX(float x)
10496
0
{
10497
0
    ImGuiWindow* window = GetCurrentWindow();
10498
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10499
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10500
0
    window->DC.IsSetPos = true;
10501
0
}
10502
10503
void ImGui::SetCursorPosY(float y)
10504
0
{
10505
0
    ImGuiWindow* window = GetCurrentWindow();
10506
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10507
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10508
0
    window->DC.IsSetPos = true;
10509
0
}
10510
10511
ImVec2 ImGui::GetCursorStartPos()
10512
0
{
10513
0
    ImGuiWindow* window = GetCurrentWindowRead();
10514
0
    return window->DC.CursorStartPos - window->Pos;
10515
0
}
10516
10517
void ImGui::Indent(float indent_w)
10518
0
{
10519
0
    ImGuiContext& g = *GImGui;
10520
0
    ImGuiWindow* window = GetCurrentWindow();
10521
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10522
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10523
0
}
10524
10525
void ImGui::Unindent(float indent_w)
10526
0
{
10527
0
    ImGuiContext& g = *GImGui;
10528
0
    ImGuiWindow* window = GetCurrentWindow();
10529
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10530
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10531
0
}
10532
10533
// Affect large frame+labels widgets only.
10534
void ImGui::SetNextItemWidth(float item_width)
10535
0
{
10536
0
    ImGuiContext& g = *GImGui;
10537
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10538
0
    g.NextItemData.Width = item_width;
10539
0
}
10540
10541
// FIXME: Remove the == 0.0f behavior?
10542
void ImGui::PushItemWidth(float item_width)
10543
0
{
10544
0
    ImGuiContext& g = *GImGui;
10545
0
    ImGuiWindow* window = g.CurrentWindow;
10546
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10547
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10548
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10549
0
}
10550
10551
void ImGui::PushMultiItemsWidths(int components, float w_full)
10552
0
{
10553
0
    ImGuiContext& g = *GImGui;
10554
0
    ImGuiWindow* window = g.CurrentWindow;
10555
0
    const ImGuiStyle& style = g.Style;
10556
0
    const float w_item_one  = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10557
0
    const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10558
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10559
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10560
0
    for (int i = 0; i < components - 2; i++)
10561
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10562
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10563
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10564
0
}
10565
10566
void ImGui::PopItemWidth()
10567
0
{
10568
0
    ImGuiWindow* window = GetCurrentWindow();
10569
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10570
0
    window->DC.ItemWidthStack.pop_back();
10571
0
}
10572
10573
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10574
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10575
float ImGui::CalcItemWidth()
10576
0
{
10577
0
    ImGuiContext& g = *GImGui;
10578
0
    ImGuiWindow* window = g.CurrentWindow;
10579
0
    float w;
10580
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10581
0
        w = g.NextItemData.Width;
10582
0
    else
10583
0
        w = window->DC.ItemWidth;
10584
0
    if (w < 0.0f)
10585
0
    {
10586
0
        float region_max_x = GetContentRegionMaxAbs().x;
10587
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10588
0
    }
10589
0
    w = IM_TRUNC(w);
10590
0
    return w;
10591
0
}
10592
10593
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10594
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10595
// Note that only CalcItemWidth() is publicly exposed.
10596
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10597
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10598
5.34k
{
10599
5.34k
    ImGuiContext& g = *GImGui;
10600
5.34k
    ImGuiWindow* window = g.CurrentWindow;
10601
10602
5.34k
    ImVec2 region_max;
10603
5.34k
    if (size.x < 0.0f || size.y < 0.0f)
10604
0
        region_max = GetContentRegionMaxAbs();
10605
10606
5.34k
    if (size.x == 0.0f)
10607
1.60k
        size.x = default_w;
10608
3.73k
    else if (size.x < 0.0f)
10609
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10610
10611
5.34k
    if (size.y == 0.0f)
10612
943
        size.y = default_h;
10613
4.40k
    else if (size.y < 0.0f)
10614
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10615
10616
5.34k
    return size;
10617
5.34k
}
10618
10619
float ImGui::GetTextLineHeight()
10620
0
{
10621
0
    ImGuiContext& g = *GImGui;
10622
0
    return g.FontSize;
10623
0
}
10624
10625
float ImGui::GetTextLineHeightWithSpacing()
10626
5.34k
{
10627
5.34k
    ImGuiContext& g = *GImGui;
10628
5.34k
    return g.FontSize + g.Style.ItemSpacing.y;
10629
5.34k
}
10630
10631
float ImGui::GetFrameHeight()
10632
203
{
10633
203
    ImGuiContext& g = *GImGui;
10634
203
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10635
203
}
10636
10637
float ImGui::GetFrameHeightWithSpacing()
10638
0
{
10639
0
    ImGuiContext& g = *GImGui;
10640
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10641
0
}
10642
10643
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10644
10645
// FIXME: This is in window space (not screen space!).
10646
ImVec2 ImGui::GetContentRegionMax()
10647
0
{
10648
0
    ImGuiContext& g = *GImGui;
10649
0
    ImGuiWindow* window = g.CurrentWindow;
10650
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10651
0
    return mx - window->Pos;
10652
0
}
10653
10654
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10655
ImVec2 ImGui::GetContentRegionMaxAbs()
10656
5.34k
{
10657
5.34k
    ImGuiContext& g = *GImGui;
10658
5.34k
    ImGuiWindow* window = g.CurrentWindow;
10659
5.34k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10660
5.34k
    return mx;
10661
5.34k
}
10662
10663
ImVec2 ImGui::GetContentRegionAvail()
10664
5.34k
{
10665
5.34k
    ImGuiWindow* window = GImGui->CurrentWindow;
10666
5.34k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10667
5.34k
}
10668
10669
// In window space (not screen space!)
10670
ImVec2 ImGui::GetWindowContentRegionMin()
10671
0
{
10672
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10673
0
    return window->ContentRegionRect.Min - window->Pos;
10674
0
}
10675
10676
ImVec2 ImGui::GetWindowContentRegionMax()
10677
5.34k
{
10678
5.34k
    ImGuiWindow* window = GImGui->CurrentWindow;
10679
5.34k
    return window->ContentRegionRect.Max - window->Pos;
10680
5.34k
}
10681
10682
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10683
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10684
// FIXME-OPT: Could we safely early out on ->SkipItems?
10685
void ImGui::BeginGroup()
10686
0
{
10687
0
    ImGuiContext& g = *GImGui;
10688
0
    ImGuiWindow* window = g.CurrentWindow;
10689
10690
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10691
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10692
0
    group_data.WindowID = window->ID;
10693
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10694
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10695
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10696
0
    group_data.BackupIndent = window->DC.Indent;
10697
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10698
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10699
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10700
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10701
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10702
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10703
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10704
0
    group_data.EmitItem = true;
10705
10706
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10707
0
    window->DC.Indent = window->DC.GroupOffset;
10708
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10709
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10710
0
    if (g.LogEnabled)
10711
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10712
0
}
10713
10714
void ImGui::EndGroup()
10715
0
{
10716
0
    ImGuiContext& g = *GImGui;
10717
0
    ImGuiWindow* window = g.CurrentWindow;
10718
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10719
10720
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10721
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10722
10723
0
    if (window->DC.IsSetPos)
10724
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10725
10726
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10727
10728
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10729
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10730
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10731
0
    window->DC.Indent = group_data.BackupIndent;
10732
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10733
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10734
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10735
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10736
0
    if (g.LogEnabled)
10737
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10738
10739
0
    if (!group_data.EmitItem)
10740
0
    {
10741
0
        g.GroupStack.pop_back();
10742
0
        return;
10743
0
    }
10744
10745
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10746
0
    ItemSize(group_bb.GetSize());
10747
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10748
10749
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10750
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10751
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10752
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10753
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10754
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10755
0
    if (group_contains_curr_active_id)
10756
0
        g.LastItemData.ID = g.ActiveId;
10757
0
    else if (group_contains_prev_active_id)
10758
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10759
0
    g.LastItemData.Rect = group_bb;
10760
10761
    // Forward Hovered flag
10762
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10763
0
    if (group_contains_curr_hovered_id)
10764
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10765
10766
    // Forward Edited flag
10767
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10768
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10769
10770
    // Forward Deactivated flag
10771
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10772
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10773
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10774
10775
0
    g.GroupStack.pop_back();
10776
0
    if (g.DebugShowGroupRects)
10777
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10778
0
}
10779
10780
10781
//-----------------------------------------------------------------------------
10782
// [SECTION] SCROLLING
10783
//-----------------------------------------------------------------------------
10784
10785
// Helper to snap on edges when aiming at an item very close to the edge,
10786
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10787
// When we refactor the scrolling API this may be configurable with a flag?
10788
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10789
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10790
0
{
10791
0
    if (target <= snap_min + snap_threshold)
10792
0
        return ImLerp(snap_min, target, center_ratio);
10793
0
    if (target >= snap_max - snap_threshold)
10794
0
        return ImLerp(target, snap_max, center_ratio);
10795
0
    return target;
10796
0
}
10797
10798
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10799
115k
{
10800
115k
    ImVec2 scroll = window->Scroll;
10801
115k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10802
346k
    for (int axis = 0; axis < 2; axis++)
10803
230k
    {
10804
230k
        if (window->ScrollTarget[axis] < FLT_MAX)
10805
3.65k
        {
10806
3.65k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10807
3.65k
            float scroll_target = window->ScrollTarget[axis];
10808
3.65k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10809
0
            {
10810
0
                float snap_min = 0.0f;
10811
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10812
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10813
0
            }
10814
3.65k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10815
3.65k
        }
10816
230k
        scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
10817
230k
        if (!window->Collapsed && !window->SkipItems)
10818
131k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10819
230k
    }
10820
115k
    return scroll;
10821
115k
}
10822
10823
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10824
0
{
10825
0
    ImGuiContext& g = *GImGui;
10826
0
    ImGuiWindow* window = g.CurrentWindow;
10827
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10828
0
}
10829
10830
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10831
0
{
10832
0
    ScrollToRectEx(window, item_rect, flags);
10833
0
}
10834
10835
// Scroll to keep newly navigated item fully into view
10836
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10837
17
{
10838
17
    ImGuiContext& g = *GImGui;
10839
17
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10840
17
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10841
17
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10842
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10843
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10844
10845
    // Check that only one behavior is selected per axis
10846
17
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10847
17
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10848
10849
    // Defaults
10850
17
    ImGuiScrollFlags in_flags = flags;
10851
17
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10852
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10853
17
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10854
15
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10855
10856
17
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10857
17
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10858
17
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10859
17
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10860
10861
17
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10862
1
    {
10863
1
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10864
1
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10865
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10866
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10867
1
    }
10868
16
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10869
0
    {
10870
0
        if (can_be_fully_visible_x)
10871
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10872
0
        else
10873
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10874
0
    }
10875
10876
17
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10877
0
    {
10878
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10879
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10880
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10881
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10882
0
    }
10883
17
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10884
0
    {
10885
0
        if (can_be_fully_visible_y)
10886
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10887
0
        else
10888
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10889
0
    }
10890
10891
17
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10892
17
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10893
10894
    // Also scroll parent window to keep us into view if necessary
10895
17
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10896
0
    {
10897
        // FIXME-SCROLL: May be an option?
10898
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10899
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10900
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10901
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10902
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10903
0
    }
10904
10905
17
    return delta_scroll;
10906
17
}
10907
10908
float ImGui::GetScrollX()
10909
7.29k
{
10910
7.29k
    ImGuiWindow* window = GImGui->CurrentWindow;
10911
7.29k
    return window->Scroll.x;
10912
7.29k
}
10913
10914
float ImGui::GetScrollY()
10915
7.29k
{
10916
7.29k
    ImGuiWindow* window = GImGui->CurrentWindow;
10917
7.29k
    return window->Scroll.y;
10918
7.29k
}
10919
10920
float ImGui::GetScrollMaxX()
10921
0
{
10922
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10923
0
    return window->ScrollMax.x;
10924
0
}
10925
10926
float ImGui::GetScrollMaxY()
10927
0
{
10928
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10929
0
    return window->ScrollMax.y;
10930
0
}
10931
10932
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10933
1.98k
{
10934
1.98k
    window->ScrollTarget.x = scroll_x;
10935
1.98k
    window->ScrollTargetCenterRatio.x = 0.0f;
10936
1.98k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10937
1.98k
}
10938
10939
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10940
1.71k
{
10941
1.71k
    window->ScrollTarget.y = scroll_y;
10942
1.71k
    window->ScrollTargetCenterRatio.y = 0.0f;
10943
1.71k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10944
1.71k
}
10945
10946
void ImGui::SetScrollX(float scroll_x)
10947
1.95k
{
10948
1.95k
    ImGuiContext& g = *GImGui;
10949
1.95k
    SetScrollX(g.CurrentWindow, scroll_x);
10950
1.95k
}
10951
10952
void ImGui::SetScrollY(float scroll_y)
10953
1.67k
{
10954
1.67k
    ImGuiContext& g = *GImGui;
10955
1.67k
    SetScrollY(g.CurrentWindow, scroll_y);
10956
1.67k
}
10957
10958
// Note that a local position will vary depending on initial scroll value,
10959
// This is a little bit confusing so bear with us:
10960
//  - local_pos = (absolution_pos - window->Pos)
10961
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10962
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10963
//  - They mostly exist because of legacy API.
10964
// Following the rules above, when trying to work with scrolling code, consider that:
10965
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10966
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10967
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10968
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10969
1
{
10970
1
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10971
1
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10972
1
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10973
1
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10974
1
}
10975
10976
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10977
0
{
10978
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10979
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10980
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10981
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10982
0
}
10983
10984
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10985
0
{
10986
0
    ImGuiContext& g = *GImGui;
10987
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10988
0
}
10989
10990
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10991
0
{
10992
0
    ImGuiContext& g = *GImGui;
10993
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10994
0
}
10995
10996
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10997
void ImGui::SetScrollHereX(float center_x_ratio)
10998
0
{
10999
0
    ImGuiContext& g = *GImGui;
11000
0
    ImGuiWindow* window = g.CurrentWindow;
11001
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
11002
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
11003
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
11004
11005
    // Tweak: snap on edges when aiming at an item very close to the edge
11006
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
11007
0
}
11008
11009
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11010
void ImGui::SetScrollHereY(float center_y_ratio)
11011
0
{
11012
0
    ImGuiContext& g = *GImGui;
11013
0
    ImGuiWindow* window = g.CurrentWindow;
11014
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11015
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11016
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11017
11018
    // Tweak: snap on edges when aiming at an item very close to the edge
11019
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11020
0
}
11021
11022
//-----------------------------------------------------------------------------
11023
// [SECTION] TOOLTIPS
11024
//-----------------------------------------------------------------------------
11025
11026
bool ImGui::BeginTooltip()
11027
0
{
11028
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11029
0
}
11030
11031
bool ImGui::BeginItemTooltip()
11032
0
{
11033
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11034
0
        return false;
11035
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11036
0
}
11037
11038
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11039
0
{
11040
0
    ImGuiContext& g = *GImGui;
11041
11042
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11043
0
    {
11044
        // Drag and Drop tooltips are positioning differently than other tooltips:
11045
        // - offset visibility to increase visibility around mouse.
11046
        // - never clamp within outer viewport boundary.
11047
        // We call SetNextWindowPos() to enforce position and disable clamping.
11048
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11049
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11050
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11051
0
        SetNextWindowPos(tooltip_pos);
11052
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11053
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11054
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11055
0
    }
11056
11057
0
    char window_name[16];
11058
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11059
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11060
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11061
0
            if (window->Active)
11062
0
            {
11063
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11064
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
11065
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11066
0
            }
11067
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11068
0
    Begin(window_name, NULL, flags | extra_window_flags);
11069
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11070
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11071
    //if (!ret)
11072
    //    End();
11073
    //return ret;
11074
0
    return true;
11075
0
}
11076
11077
void ImGui::EndTooltip()
11078
0
{
11079
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11080
0
    End();
11081
0
}
11082
11083
void ImGui::SetTooltip(const char* fmt, ...)
11084
0
{
11085
0
    va_list args;
11086
0
    va_start(args, fmt);
11087
0
    SetTooltipV(fmt, args);
11088
0
    va_end(args);
11089
0
}
11090
11091
void ImGui::SetTooltipV(const char* fmt, va_list args)
11092
0
{
11093
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11094
0
        return;
11095
0
    TextV(fmt, args);
11096
0
    EndTooltip();
11097
0
}
11098
11099
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11100
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11101
void ImGui::SetItemTooltip(const char* fmt, ...)
11102
0
{
11103
0
    va_list args;
11104
0
    va_start(args, fmt);
11105
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11106
0
        SetTooltipV(fmt, args);
11107
0
    va_end(args);
11108
0
}
11109
11110
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11111
0
{
11112
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11113
0
        SetTooltipV(fmt, args);
11114
0
}
11115
11116
11117
//-----------------------------------------------------------------------------
11118
// [SECTION] POPUPS
11119
//-----------------------------------------------------------------------------
11120
11121
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11122
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11123
0
{
11124
0
    ImGuiContext& g = *GImGui;
11125
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11126
0
    {
11127
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11128
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11129
0
        IM_ASSERT(id == 0);
11130
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11131
0
            return g.OpenPopupStack.Size > 0;
11132
0
        else
11133
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11134
0
    }
11135
0
    else
11136
0
    {
11137
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11138
0
        {
11139
            // Return true if the popup is open anywhere in the popup stack
11140
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11141
0
                if (popup_data.PopupId == id)
11142
0
                    return true;
11143
0
            return false;
11144
0
        }
11145
0
        else
11146
0
        {
11147
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11148
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11149
0
        }
11150
0
    }
11151
0
}
11152
11153
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11154
0
{
11155
0
    ImGuiContext& g = *GImGui;
11156
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11157
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11158
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11159
0
    return IsPopupOpen(id, popup_flags);
11160
0
}
11161
11162
// Also see FindBlockingModal(NULL)
11163
ImGuiWindow* ImGui::GetTopMostPopupModal()
11164
165k
{
11165
165k
    ImGuiContext& g = *GImGui;
11166
165k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11167
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11168
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11169
0
                return popup;
11170
165k
    return NULL;
11171
165k
}
11172
11173
// See Demo->Stacked Modal to confirm what this is for.
11174
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11175
55.0k
{
11176
55.0k
    ImGuiContext& g = *GImGui;
11177
55.0k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11178
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11179
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11180
0
                return popup;
11181
55.0k
    return NULL;
11182
55.0k
}
11183
11184
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11185
0
{
11186
0
    ImGuiContext& g = *GImGui;
11187
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11188
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11189
0
    OpenPopupEx(id, popup_flags);
11190
0
}
11191
11192
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11193
0
{
11194
0
    OpenPopupEx(id, popup_flags);
11195
0
}
11196
11197
// Mark popup as open (toggle toward open state).
11198
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11199
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11200
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11201
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11202
0
{
11203
0
    ImGuiContext& g = *GImGui;
11204
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11205
0
    const int current_stack_size = g.BeginPopupStack.Size;
11206
11207
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11208
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11209
0
            return;
11210
11211
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11212
0
    popup_ref.PopupId = id;
11213
0
    popup_ref.Window = NULL;
11214
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11215
0
    popup_ref.OpenFrameCount = g.FrameCount;
11216
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11217
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11218
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11219
11220
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11221
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11222
0
    {
11223
0
        g.OpenPopupStack.push_back(popup_ref);
11224
0
    }
11225
0
    else
11226
0
    {
11227
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11228
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11229
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11230
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11231
0
        {
11232
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11233
0
        }
11234
0
        else
11235
0
        {
11236
            // Close child popups if any, then flag popup for open/reopen
11237
0
            ClosePopupToLevel(current_stack_size, false);
11238
0
            g.OpenPopupStack.push_back(popup_ref);
11239
0
        }
11240
11241
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11242
        // This is equivalent to what ClosePopupToLevel() does.
11243
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11244
        //    FocusWindow(parent_window);
11245
0
    }
11246
0
}
11247
11248
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11249
// This function closes any popups that are over 'ref_window'.
11250
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11251
3.38k
{
11252
3.38k
    ImGuiContext& g = *GImGui;
11253
3.38k
    if (g.OpenPopupStack.Size == 0)
11254
3.38k
        return;
11255
11256
    // Don't close our own child popup windows.
11257
0
    int popup_count_to_keep = 0;
11258
0
    if (ref_window)
11259
0
    {
11260
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11261
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11262
0
        {
11263
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11264
0
            if (!popup.Window)
11265
0
                continue;
11266
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11267
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11268
0
                continue;
11269
11270
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11271
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11272
            //     Window -> Popup1 -> Popup2 -> Popup3
11273
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11274
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11275
0
            bool ref_window_is_descendent_of_popup = false;
11276
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11277
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11278
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11279
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11280
0
                    {
11281
0
                        ref_window_is_descendent_of_popup = true;
11282
0
                        break;
11283
0
                    }
11284
0
            if (!ref_window_is_descendent_of_popup)
11285
0
                break;
11286
0
        }
11287
0
    }
11288
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11289
0
    {
11290
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11291
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11292
0
    }
11293
0
}
11294
11295
void ImGui::ClosePopupsExceptModals()
11296
0
{
11297
0
    ImGuiContext& g = *GImGui;
11298
11299
0
    int popup_count_to_keep;
11300
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11301
0
    {
11302
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11303
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11304
0
            break;
11305
0
    }
11306
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11307
0
        ClosePopupToLevel(popup_count_to_keep, true);
11308
0
}
11309
11310
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11311
0
{
11312
0
    ImGuiContext& g = *GImGui;
11313
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11314
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11315
11316
    // Trim open popup stack
11317
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11318
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11319
0
    g.OpenPopupStack.resize(remaining);
11320
11321
0
    if (restore_focus_to_window_under_popup)
11322
0
    {
11323
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11324
0
        if (focus_window && !focus_window->WasActive && popup_window)
11325
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11326
0
        else
11327
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11328
0
    }
11329
0
}
11330
11331
// Close the popup we have begin-ed into.
11332
void ImGui::CloseCurrentPopup()
11333
0
{
11334
0
    ImGuiContext& g = *GImGui;
11335
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11336
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11337
0
        return;
11338
11339
    // Closing a menu closes its top-most parent popup (unless a modal)
11340
0
    while (popup_idx > 0)
11341
0
    {
11342
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11343
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11344
0
        bool close_parent = false;
11345
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11346
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11347
0
                close_parent = true;
11348
0
        if (!close_parent)
11349
0
            break;
11350
0
        popup_idx--;
11351
0
    }
11352
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11353
0
    ClosePopupToLevel(popup_idx, true);
11354
11355
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11356
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11357
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11358
0
    if (ImGuiWindow* window = g.NavWindow)
11359
0
        window->DC.NavHideHighlightOneFrame = true;
11360
0
}
11361
11362
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11363
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11364
0
{
11365
0
    ImGuiContext& g = *GImGui;
11366
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11367
0
    {
11368
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11369
0
        return false;
11370
0
    }
11371
11372
0
    char name[20];
11373
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11374
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11375
0
    else
11376
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11377
11378
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11379
0
    bool is_open = Begin(name, NULL, flags);
11380
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11381
0
        EndPopup();
11382
11383
0
    return is_open;
11384
0
}
11385
11386
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11387
0
{
11388
0
    ImGuiContext& g = *GImGui;
11389
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11390
0
    {
11391
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11392
0
        return false;
11393
0
    }
11394
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11395
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11396
0
    return BeginPopupEx(id, flags);
11397
0
}
11398
11399
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11400
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11401
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11402
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11403
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11404
0
{
11405
0
    ImGuiContext& g = *GImGui;
11406
0
    ImGuiWindow* window = g.CurrentWindow;
11407
0
    const ImGuiID id = window->GetID(name);
11408
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11409
0
    {
11410
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11411
0
        if (p_open && *p_open)
11412
0
            *p_open = false;
11413
0
        return false;
11414
0
    }
11415
11416
    // Center modal windows by default for increased visibility
11417
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11418
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11419
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11420
0
    {
11421
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11422
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11423
0
    }
11424
11425
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11426
0
    const bool is_open = Begin(name, p_open, flags);
11427
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11428
0
    {
11429
0
        EndPopup();
11430
0
        if (is_open)
11431
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11432
0
        return false;
11433
0
    }
11434
0
    return is_open;
11435
0
}
11436
11437
void ImGui::EndPopup()
11438
0
{
11439
0
    ImGuiContext& g = *GImGui;
11440
0
    ImGuiWindow* window = g.CurrentWindow;
11441
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11442
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11443
11444
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11445
0
    if (g.NavWindow == window)
11446
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11447
11448
    // Child-popups don't need to be laid out
11449
0
    IM_ASSERT(g.WithinEndChild == false);
11450
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11451
0
        g.WithinEndChild = true;
11452
0
    End();
11453
0
    g.WithinEndChild = false;
11454
0
}
11455
11456
// Helper to open a popup if mouse button is released over the item
11457
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11458
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11459
0
{
11460
0
    ImGuiContext& g = *GImGui;
11461
0
    ImGuiWindow* window = g.CurrentWindow;
11462
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11463
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11464
0
    {
11465
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11466
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11467
0
        OpenPopupEx(id, popup_flags);
11468
0
    }
11469
0
}
11470
11471
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11472
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11473
// - To create a popup with a specific identifier, pass it in str_id.
11474
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11475
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11476
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11477
//   This is essentially the same as:
11478
//       id = str_id ? GetID(str_id) : GetItemID();
11479
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11480
//       return BeginPopup(id);
11481
//   Which is essentially the same as:
11482
//       id = str_id ? GetID(str_id) : GetItemID();
11483
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11484
//           OpenPopup(id);
11485
//       return BeginPopup(id);
11486
//   The main difference being that this is tweaked to avoid computing the ID twice.
11487
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11488
0
{
11489
0
    ImGuiContext& g = *GImGui;
11490
0
    ImGuiWindow* window = g.CurrentWindow;
11491
0
    if (window->SkipItems)
11492
0
        return false;
11493
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11494
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11495
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11496
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11497
0
        OpenPopupEx(id, popup_flags);
11498
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11499
0
}
11500
11501
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11502
0
{
11503
0
    ImGuiContext& g = *GImGui;
11504
0
    ImGuiWindow* window = g.CurrentWindow;
11505
0
    if (!str_id)
11506
0
        str_id = "window_context";
11507
0
    ImGuiID id = window->GetID(str_id);
11508
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11509
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11510
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11511
0
            OpenPopupEx(id, popup_flags);
11512
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11513
0
}
11514
11515
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11516
0
{
11517
0
    ImGuiContext& g = *GImGui;
11518
0
    ImGuiWindow* window = g.CurrentWindow;
11519
0
    if (!str_id)
11520
0
        str_id = "void_context";
11521
0
    ImGuiID id = window->GetID(str_id);
11522
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11523
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11524
0
        if (GetTopMostPopupModal() == NULL)
11525
0
            OpenPopupEx(id, popup_flags);
11526
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11527
0
}
11528
11529
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11530
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11531
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11532
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11533
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11534
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11535
0
{
11536
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11537
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11538
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11539
11540
    // Combo Box policy (we want a connecting edge)
11541
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11542
0
    {
11543
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11544
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11545
0
        {
11546
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11547
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11548
0
                continue;
11549
0
            ImVec2 pos;
11550
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11551
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11552
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11553
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11554
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11555
0
                continue;
11556
0
            *last_dir = dir;
11557
0
            return pos;
11558
0
        }
11559
0
    }
11560
11561
    // Tooltip and Default popup policy
11562
    // (Always first try the direction we used on the last frame, if any)
11563
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11564
0
    {
11565
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11566
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11567
0
        {
11568
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11569
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11570
0
                continue;
11571
11572
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11573
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11574
11575
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11576
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11577
0
                continue;
11578
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11579
0
                continue;
11580
11581
0
            ImVec2 pos;
11582
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11583
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11584
11585
            // Clamp top-left corner of popup
11586
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11587
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11588
11589
0
            *last_dir = dir;
11590
0
            return pos;
11591
0
        }
11592
0
    }
11593
11594
    // Fallback when not enough room:
11595
0
    *last_dir = ImGuiDir_None;
11596
11597
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11598
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11599
0
        return ref_pos + ImVec2(2, 2);
11600
11601
    // Otherwise try to keep within display
11602
0
    ImVec2 pos = ref_pos;
11603
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11604
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11605
0
    return pos;
11606
0
}
11607
11608
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11609
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11610
0
{
11611
0
    ImGuiContext& g = *GImGui;
11612
0
    ImRect r_screen;
11613
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11614
0
    {
11615
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11616
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11617
0
        r_screen.Min = monitor.WorkPos;
11618
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11619
0
    }
11620
0
    else
11621
0
    {
11622
        // Use the full viewport area (not work area) for popups
11623
0
        r_screen = window->Viewport->GetMainRect();
11624
0
    }
11625
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11626
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11627
0
    return r_screen;
11628
0
}
11629
11630
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11631
0
{
11632
0
    ImGuiContext& g = *GImGui;
11633
11634
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11635
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11636
0
    {
11637
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11638
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11639
0
        ImGuiWindow* parent_window = window->ParentWindow;
11640
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11641
0
        ImRect r_avoid;
11642
0
        if (parent_window->DC.MenuBarAppending)
11643
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11644
0
        else
11645
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11646
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11647
0
    }
11648
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11649
0
    {
11650
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11651
0
    }
11652
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11653
0
    {
11654
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11655
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11656
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11657
0
        IM_ASSERT(g.CurrentWindow == window);
11658
0
        const float scale = g.Style.MouseCursorScale;
11659
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11660
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11661
0
        ImRect r_avoid;
11662
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11663
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11664
0
        else
11665
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11666
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11667
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11668
0
    }
11669
0
    IM_ASSERT(0);
11670
0
    return window->Pos;
11671
0
}
11672
11673
//-----------------------------------------------------------------------------
11674
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11675
//-----------------------------------------------------------------------------
11676
11677
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11678
// In our terminology those should be interchangeable, yet right now this is super confusing.
11679
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11680
11681
void ImGui::SetNavWindow(ImGuiWindow* window)
11682
2.85k
{
11683
2.85k
    ImGuiContext& g = *GImGui;
11684
2.85k
    if (g.NavWindow != window)
11685
2.85k
    {
11686
2.85k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11687
2.85k
        g.NavWindow = window;
11688
2.85k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11689
2.85k
    }
11690
2.85k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11691
2.85k
    NavUpdateAnyRequestFlag();
11692
2.85k
}
11693
11694
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11695
264
{
11696
264
    ImGuiContext& g = *GImGui;
11697
264
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11698
264
}
11699
11700
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11701
66
{
11702
66
    ImGuiContext& g = *GImGui;
11703
66
    IM_ASSERT(g.NavWindow != NULL);
11704
66
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11705
66
    g.NavId = id;
11706
66
    g.NavLayer = nav_layer;
11707
66
    g.NavFocusScopeId = focus_scope_id;
11708
66
    g.NavWindow->NavLastIds[nav_layer] = id;
11709
66
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11710
11711
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11712
66
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11713
66
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11714
66
}
11715
11716
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11717
31
{
11718
31
    ImGuiContext& g = *GImGui;
11719
31
    IM_ASSERT(id != 0);
11720
11721
31
    if (g.NavWindow != window)
11722
31
       SetNavWindow(window);
11723
11724
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11725
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11726
31
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11727
31
    g.NavId = id;
11728
31
    g.NavLayer = nav_layer;
11729
31
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11730
31
    window->NavLastIds[nav_layer] = id;
11731
31
    if (g.LastItemData.ID == id)
11732
31
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11733
11734
31
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11735
0
        g.NavDisableMouseHover = true;
11736
31
    else
11737
31
        g.NavDisableHighlight = true;
11738
11739
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11740
31
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11741
31
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11742
31
}
11743
11744
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11745
39
{
11746
39
    if (ImFabs(dx) > ImFabs(dy))
11747
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11748
39
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11749
39
}
11750
11751
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11752
78
{
11753
78
    if (cand_max < curr_min)
11754
32
        return cand_max - curr_min;
11755
46
    if (curr_max < cand_min)
11756
7
        return cand_min - curr_max;
11757
39
    return 0.0f;
11758
46
}
11759
11760
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11761
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11762
106
{
11763
106
    ImGuiContext& g = *GImGui;
11764
106
    ImGuiWindow* window = g.CurrentWindow;
11765
106
    if (g.NavLayer != window->DC.NavLayerCurrent)
11766
67
        return false;
11767
11768
    // FIXME: Those are not good variables names
11769
39
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11770
39
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11771
39
    g.NavScoringDebugCount++;
11772
11773
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11774
39
    if (window->ParentWindow == g.NavWindow)
11775
0
    {
11776
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11777
0
        if (!window->ClipRect.Overlaps(cand))
11778
0
            return false;
11779
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11780
0
    }
11781
11782
    // Compute distance between boxes
11783
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11784
39
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11785
39
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11786
39
    if (dby != 0.0f && dbx != 0.0f)
11787
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11788
39
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11789
11790
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11791
39
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11792
39
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11793
39
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11794
11795
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11796
39
    ImGuiDir quadrant;
11797
39
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11798
39
    if (dbx != 0.0f || dby != 0.0f)
11799
39
    {
11800
        // For non-overlapping boxes, use distance between boxes
11801
39
        dax = dbx;
11802
39
        day = dby;
11803
39
        dist_axial = dist_box;
11804
39
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11805
39
    }
11806
0
    else if (dcx != 0.0f || dcy != 0.0f)
11807
0
    {
11808
        // For overlapping boxes with different centers, use distance between centers
11809
0
        dax = dcx;
11810
0
        day = dcy;
11811
0
        dist_axial = dist_center;
11812
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11813
0
    }
11814
0
    else
11815
0
    {
11816
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11817
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11818
0
    }
11819
11820
39
    const ImGuiDir move_dir = g.NavMoveDir;
11821
#if IMGUI_DEBUG_NAV_SCORING
11822
    char buf[200];
11823
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11824
    {
11825
        if (quadrant == move_dir)
11826
        {
11827
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11828
            ImDrawList* draw_list = GetForegroundDrawList(window);
11829
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11830
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11831
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11832
        }
11833
    }
11834
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11835
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11836
    if (debug_hovering || debug_tty)
11837
    {
11838
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11839
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11840
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11841
        if (debug_hovering)
11842
        {
11843
            ImDrawList* draw_list = GetForegroundDrawList(window);
11844
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11845
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11846
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11847
            draw_list->AddText(cand.Max, ~0U, buf);
11848
        }
11849
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11850
    }
11851
#endif
11852
11853
    // Is it in the quadrant we're interested in moving to?
11854
39
    bool new_best = false;
11855
39
    if (quadrant == move_dir)
11856
39
    {
11857
        // Does it beat the current best candidate?
11858
39
        if (dist_box < result->DistBox)
11859
39
        {
11860
39
            result->DistBox = dist_box;
11861
39
            result->DistCenter = dist_center;
11862
39
            return true;
11863
39
        }
11864
0
        if (dist_box == result->DistBox)
11865
0
        {
11866
            // Try using distance between center points to break ties
11867
0
            if (dist_center < result->DistCenter)
11868
0
            {
11869
0
                result->DistCenter = dist_center;
11870
0
                new_best = true;
11871
0
            }
11872
0
            else if (dist_center == result->DistCenter)
11873
0
            {
11874
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11875
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11876
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11877
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11878
0
                    new_best = true;
11879
0
            }
11880
0
        }
11881
0
    }
11882
11883
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11884
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11885
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11886
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11887
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11888
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11889
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11890
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11891
0
            {
11892
0
                result->DistAxial = dist_axial;
11893
0
                new_best = true;
11894
0
            }
11895
11896
0
    return new_best;
11897
39
}
11898
11899
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11900
43
{
11901
43
    ImGuiContext& g = *GImGui;
11902
43
    ImGuiWindow* window = g.CurrentWindow;
11903
43
    result->Window = window;
11904
43
    result->ID = g.LastItemData.ID;
11905
43
    result->FocusScopeId = g.CurrentFocusScopeId;
11906
43
    result->InFlags = g.LastItemData.InFlags;
11907
43
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11908
43
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11909
0
    {
11910
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11911
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11912
0
    }
11913
43
}
11914
11915
// True when current work location may be scrolled horizontally when moving left / right.
11916
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11917
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11918
175k
{
11919
175k
    ImGuiContext& g = *GImGui;
11920
175k
    ImGuiWindow* window = g.CurrentWindow;
11921
175k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11922
175k
}
11923
11924
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11925
// This is called after LastItemData is set, but NextItemData is also still valid.
11926
static void ImGui::NavProcessItem()
11927
291
{
11928
291
    ImGuiContext& g = *GImGui;
11929
291
    ImGuiWindow* window = g.CurrentWindow;
11930
291
    const ImGuiID id = g.LastItemData.ID;
11931
291
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11932
11933
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11934
291
    if (window->DC.NavIsScrollPushableX == false)
11935
0
    {
11936
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11937
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11938
0
    }
11939
291
    const ImRect nav_bb = g.LastItemData.NavRect;
11940
11941
    // Process Init Request
11942
291
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11943
1
    {
11944
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11945
1
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11946
1
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11947
1
        {
11948
1
            NavApplyItemToResult(&g.NavInitResult);
11949
1
        }
11950
1
        if (candidate_for_nav_default_focus)
11951
1
        {
11952
1
            g.NavInitRequest = false; // Found a match, clear request
11953
1
            NavUpdateAnyRequestFlag();
11954
1
        }
11955
1
    }
11956
11957
    // Process Move Request (scoring for navigation)
11958
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11959
291
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11960
100
    {
11961
100
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11962
100
        if (is_tabbing)
11963
9
        {
11964
9
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11965
9
        }
11966
91
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11967
68
        {
11968
68
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11969
68
            if (NavScoreItem(result))
11970
23
                NavApplyItemToResult(result);
11971
11972
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11973
68
            const float VISIBLE_RATIO = 0.70f;
11974
68
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11975
38
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11976
38
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11977
16
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11978
68
        }
11979
100
    }
11980
11981
    // Update information for currently focused/navigated item
11982
291
    if (g.NavId == id)
11983
236
    {
11984
236
        if (g.NavWindow != window)
11985
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11986
236
        g.NavLayer = window->DC.NavLayerCurrent;
11987
236
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11988
236
        g.NavIdIsAlive = true;
11989
236
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11990
0
        {
11991
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11992
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11993
0
        }
11994
236
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11995
236
    }
11996
291
}
11997
11998
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11999
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
12000
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
12001
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
12002
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
12003
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
12004
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
12005
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
12006
9
{
12007
9
    ImGuiContext& g = *GImGui;
12008
12009
9
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12010
9
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12011
6
            return;
12012
12013
    // - Can always land on an item when using API call.
12014
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12015
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12016
3
    bool can_stop;
12017
3
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12018
0
        can_stop = true;
12019
3
    else
12020
3
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12021
12022
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12023
3
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12024
3
    if (g.NavTabbingDir == +1)
12025
3
    {
12026
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12027
3
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12028
3
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12029
3
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12030
0
            NavMoveRequestResolveWithLastItem(result);
12031
3
        else if (g.NavId == id)
12032
2
            g.NavTabbingCounter = 1;
12033
3
    }
12034
0
    else if (g.NavTabbingDir == -1)
12035
0
    {
12036
        // Tab Backward
12037
0
        if (g.NavId == id)
12038
0
        {
12039
0
            if (result->ID)
12040
0
            {
12041
0
                g.NavMoveScoringItems = false;
12042
0
                NavUpdateAnyRequestFlag();
12043
0
            }
12044
0
        }
12045
0
        else if (can_stop)
12046
0
        {
12047
            // Keep applying until reaching NavId
12048
0
            NavApplyItemToResult(result);
12049
0
        }
12050
0
    }
12051
0
    else if (g.NavTabbingDir == 0)
12052
0
    {
12053
0
        if (can_stop && g.NavId == id)
12054
0
            NavMoveRequestResolveWithLastItem(result);
12055
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12056
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12057
0
    }
12058
3
}
12059
12060
bool ImGui::NavMoveRequestButNoResultYet()
12061
3.97k
{
12062
3.97k
    ImGuiContext& g = *GImGui;
12063
3.97k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12064
3.97k
}
12065
12066
// FIXME: ScoringRect is not set
12067
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12068
123
{
12069
123
    ImGuiContext& g = *GImGui;
12070
123
    IM_ASSERT(g.NavWindow != NULL);
12071
12072
123
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12073
18
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12074
12075
123
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12076
123
    g.NavMoveDir = move_dir;
12077
123
    g.NavMoveDirForDebug = move_dir;
12078
123
    g.NavMoveClipDir = clip_dir;
12079
123
    g.NavMoveFlags = move_flags;
12080
123
    g.NavMoveScrollFlags = scroll_flags;
12081
123
    g.NavMoveForwardToNextFrame = false;
12082
123
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12083
123
    g.NavMoveResultLocal.Clear();
12084
123
    g.NavMoveResultLocalVisible.Clear();
12085
123
    g.NavMoveResultOther.Clear();
12086
123
    g.NavTabbingCounter = 0;
12087
123
    g.NavTabbingResultFirst.Clear();
12088
123
    NavUpdateAnyRequestFlag();
12089
123
}
12090
12091
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12092
0
{
12093
0
    ImGuiContext& g = *GImGui;
12094
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12095
0
    NavApplyItemToResult(result);
12096
0
    NavUpdateAnyRequestFlag();
12097
0
}
12098
12099
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12100
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12101
0
{
12102
0
    ImGuiContext& g = *GImGui;
12103
0
    g.NavMoveScoringItems = false;
12104
0
    g.LastItemData.ID = tree_node_data->ID;
12105
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12106
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12107
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12108
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12109
0
    NavUpdateAnyRequestFlag();
12110
0
}
12111
12112
void ImGui::NavMoveRequestCancel()
12113
245
{
12114
245
    ImGuiContext& g = *GImGui;
12115
245
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12116
245
    NavUpdateAnyRequestFlag();
12117
245
}
12118
12119
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12120
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12121
0
{
12122
0
    ImGuiContext& g = *GImGui;
12123
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12124
0
    NavMoveRequestCancel();
12125
0
    g.NavMoveForwardToNextFrame = true;
12126
0
    g.NavMoveDir = move_dir;
12127
0
    g.NavMoveClipDir = clip_dir;
12128
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12129
0
    g.NavMoveScrollFlags = scroll_flags;
12130
0
}
12131
12132
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12133
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12134
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12135
0
{
12136
0
    ImGuiContext& g = *GImGui;
12137
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12138
12139
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12140
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12141
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12142
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12143
0
}
12144
12145
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12146
// This way we could find the last focused window among our children. It would be much less confusing this way?
12147
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12148
2.61k
{
12149
2.61k
    ImGuiWindow* parent = nav_window;
12150
4.75k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12151
2.13k
        parent = parent->ParentWindow;
12152
2.61k
    if (parent && parent != nav_window)
12153
2.13k
        parent->NavLastChildNavWindow = nav_window;
12154
2.61k
}
12155
12156
// Restore the last focused child.
12157
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12158
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12159
0
{
12160
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12161
0
        return window->NavLastChildNavWindow;
12162
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12163
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12164
0
            return tab->Window;
12165
0
    return window;
12166
0
}
12167
12168
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12169
0
{
12170
0
    ImGuiContext& g = *GImGui;
12171
0
    if (layer == ImGuiNavLayer_Main)
12172
0
    {
12173
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12174
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12175
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12176
0
        if (prev_nav_window)
12177
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12178
0
    }
12179
0
    ImGuiWindow* window = g.NavWindow;
12180
0
    if (window->NavLastIds[layer] != 0)
12181
0
    {
12182
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12183
0
    }
12184
0
    else
12185
0
    {
12186
0
        g.NavLayer = layer;
12187
0
        NavInitWindow(window, true);
12188
0
    }
12189
0
}
12190
12191
void ImGui::NavRestoreHighlightAfterMove()
12192
83
{
12193
83
    ImGuiContext& g = *GImGui;
12194
83
    g.NavDisableHighlight = false;
12195
83
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12196
83
}
12197
12198
static inline void ImGui::NavUpdateAnyRequestFlag()
12199
58.2k
{
12200
58.2k
    ImGuiContext& g = *GImGui;
12201
58.2k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12202
58.2k
    if (g.NavAnyRequest)
12203
58.2k
        IM_ASSERT(g.NavWindow != NULL);
12204
58.2k
}
12205
12206
// This needs to be called before we submit any widget (aka in or before Begin)
12207
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12208
3
{
12209
    // FIXME: ChildWindow test here is wrong for docking
12210
3
    ImGuiContext& g = *GImGui;
12211
3
    IM_ASSERT(window == g.NavWindow);
12212
12213
3
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12214
0
    {
12215
0
        g.NavId = 0;
12216
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12217
0
        return;
12218
0
    }
12219
12220
3
    bool init_for_nav = false;
12221
3
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12222
3
        init_for_nav = true;
12223
3
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12224
3
    if (init_for_nav)
12225
3
    {
12226
3
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12227
3
        g.NavInitRequest = true;
12228
3
        g.NavInitRequestFromMove = false;
12229
3
        g.NavInitResult.ID = 0;
12230
3
        NavUpdateAnyRequestFlag();
12231
3
    }
12232
0
    else
12233
0
    {
12234
0
        g.NavId = window->NavLastIds[0];
12235
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12236
0
    }
12237
3
}
12238
12239
static ImVec2 ImGui::NavCalcPreferredRefPos()
12240
0
{
12241
0
    ImGuiContext& g = *GImGui;
12242
0
    ImGuiWindow* window = g.NavWindow;
12243
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12244
0
    {
12245
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12246
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12247
        // In theory we could move that +1.0f offset in OpenPopupEx()
12248
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12249
0
        return ImVec2(p.x + 1.0f, p.y);
12250
0
    }
12251
0
    else
12252
0
    {
12253
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12254
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12255
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12256
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12257
0
        {
12258
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12259
0
            rect_rel.Translate(window->Scroll - next_scroll);
12260
0
        }
12261
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12262
0
        ImGuiViewport* viewport = window->Viewport;
12263
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12264
0
    }
12265
0
}
12266
12267
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12268
0
{
12269
0
    ImGuiContext& g = *GImGui;
12270
0
    float repeat_delay, repeat_rate;
12271
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12272
12273
0
    ImGuiKey key_less, key_more;
12274
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12275
0
    {
12276
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12277
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12278
0
    }
12279
0
    else
12280
0
    {
12281
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12282
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12283
0
    }
12284
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12285
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12286
0
        amount = 0.0f;
12287
0
    return amount;
12288
0
}
12289
12290
static void ImGui::NavUpdate()
12291
55.0k
{
12292
55.0k
    ImGuiContext& g = *GImGui;
12293
55.0k
    ImGuiIO& io = g.IO;
12294
12295
55.0k
    io.WantSetMousePos = false;
12296
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12297
12298
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12299
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12300
55.0k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12301
55.0k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12302
55.0k
    if (nav_gamepad_active)
12303
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12304
0
            if (IsKeyDown(key))
12305
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12306
55.0k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12307
55.0k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12308
55.0k
    if (nav_keyboard_active)
12309
55.0k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12310
385k
            if (IsKeyDown(key))
12311
30.4k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12312
12313
    // Process navigation init request (select first/default focus)
12314
55.0k
    g.NavJustMovedToId = 0;
12315
55.0k
    if (g.NavInitResult.ID != 0)
12316
1
        NavInitRequestApplyResult();
12317
55.0k
    g.NavInitRequest = false;
12318
55.0k
    g.NavInitRequestFromMove = false;
12319
55.0k
    g.NavInitResult.ID = 0;
12320
12321
    // Process navigation move request
12322
55.0k
    if (g.NavMoveSubmitted)
12323
87
        NavMoveRequestApplyResult();
12324
55.0k
    g.NavTabbingCounter = 0;
12325
55.0k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12326
12327
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12328
55.0k
    bool set_mouse_pos = false;
12329
55.0k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12330
46
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12331
42
            set_mouse_pos = true;
12332
55.0k
    g.NavMousePosDirty = false;
12333
55.0k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12334
12335
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12336
55.0k
    if (g.NavWindow)
12337
2.61k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12338
55.0k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12339
52
        g.NavWindow->NavLastChildNavWindow = NULL;
12340
12341
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12342
55.0k
    NavUpdateWindowing();
12343
12344
    // Set output flags for user application
12345
55.0k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12346
55.0k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12347
12348
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12349
55.0k
    NavUpdateCancelRequest();
12350
12351
    // Process manual activation request
12352
55.0k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12353
55.0k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12354
55.0k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12355
214
    {
12356
214
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12357
214
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12358
214
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12359
214
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12360
214
        if (g.ActiveId == 0 && activate_pressed)
12361
0
        {
12362
0
            g.NavActivateId = g.NavId;
12363
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12364
0
        }
12365
214
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12366
4
        {
12367
4
            g.NavActivateId = g.NavId;
12368
4
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12369
4
        }
12370
214
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12371
40
            g.NavActivateDownId = g.NavId;
12372
214
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12373
4
            g.NavActivatePressedId = g.NavId;
12374
214
    }
12375
55.0k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12376
0
        g.NavDisableHighlight = true;
12377
55.0k
    if (g.NavActivateId != 0)
12378
55.0k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12379
12380
    // Process programmatic activation request
12381
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12382
55.0k
    if (g.NavNextActivateId != 0)
12383
0
    {
12384
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12385
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12386
0
    }
12387
55.0k
    g.NavNextActivateId = 0;
12388
12389
    // Process move requests
12390
55.0k
    NavUpdateCreateMoveRequest();
12391
55.0k
    if (g.NavMoveDir == ImGuiDir_None)
12392
54.9k
        NavUpdateCreateTabbingRequest();
12393
55.0k
    NavUpdateAnyRequestFlag();
12394
55.0k
    g.NavIdIsAlive = false;
12395
12396
    // Scrolling
12397
55.0k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12398
2.61k
    {
12399
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12400
2.61k
        ImGuiWindow* window = g.NavWindow;
12401
2.61k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12402
2.61k
        const ImGuiDir move_dir = g.NavMoveDir;
12403
2.61k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12404
45
        {
12405
45
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12406
24
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12407
45
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12408
21
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12409
45
        }
12410
12411
        // *Normal* Manual scroll with LStick
12412
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12413
2.61k
        if (nav_gamepad_active)
12414
0
        {
12415
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12416
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12417
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12418
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12419
0
            if (scroll_dir.y != 0.0f)
12420
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12421
0
        }
12422
2.61k
    }
12423
12424
    // Always prioritize mouse highlight if navigation is disabled
12425
55.0k
    if (!nav_keyboard_active && !nav_gamepad_active)
12426
0
    {
12427
0
        g.NavDisableHighlight = true;
12428
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12429
0
    }
12430
12431
    // Update mouse position if requested
12432
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12433
55.0k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12434
0
        TeleportMousePos(NavCalcPreferredRefPos());
12435
12436
    // [DEBUG]
12437
55.0k
    g.NavScoringDebugCount = 0;
12438
#if IMGUI_DEBUG_NAV_RECTS
12439
    if (ImGuiWindow* debug_window = g.NavWindow)
12440
    {
12441
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12442
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12443
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12444
    }
12445
#endif
12446
55.0k
}
12447
12448
void ImGui::NavInitRequestApplyResult()
12449
1
{
12450
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12451
1
    ImGuiContext& g = *GImGui;
12452
1
    if (!g.NavWindow)
12453
1
        return;
12454
12455
0
    ImGuiNavItemData* result = &g.NavInitResult;
12456
0
    if (g.NavId != result->ID)
12457
0
    {
12458
0
        g.NavJustMovedToId = result->ID;
12459
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12460
0
        g.NavJustMovedToKeyMods = 0;
12461
0
    }
12462
12463
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12464
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12465
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12466
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12467
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12468
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12469
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12470
0
    if (g.NavInitRequestFromMove)
12471
0
        NavRestoreHighlightAfterMove();
12472
0
}
12473
12474
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12475
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12476
105
{
12477
    // Bias initial rect
12478
105
    ImGuiContext& g = *GImGui;
12479
105
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12480
12481
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12482
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12483
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12484
105
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12485
105
    {
12486
105
        if (preferred_pos_rel.x == FLT_MAX)
12487
63
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12488
105
        if (preferred_pos_rel.y == FLT_MAX)
12489
59
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12490
105
    }
12491
12492
    // Apply general bias on the other axis
12493
105
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12494
67
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12495
38
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12496
38
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12497
105
}
12498
12499
void ImGui::NavUpdateCreateMoveRequest()
12500
55.0k
{
12501
55.0k
    ImGuiContext& g = *GImGui;
12502
55.0k
    ImGuiIO& io = g.IO;
12503
55.0k
    ImGuiWindow* window = g.NavWindow;
12504
55.0k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12505
55.0k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12506
12507
55.0k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12508
0
    {
12509
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12510
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12511
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12512
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12513
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12514
0
    }
12515
55.0k
    else
12516
55.0k
    {
12517
        // Initiate directional inputs request
12518
55.0k
        g.NavMoveDir = ImGuiDir_None;
12519
55.0k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12520
55.0k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12521
55.0k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12522
2.61k
        {
12523
2.61k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12524
2.61k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12525
2.61k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12526
2.61k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12527
2.61k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12528
2.61k
        }
12529
55.0k
        g.NavMoveClipDir = g.NavMoveDir;
12530
55.0k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12531
55.0k
    }
12532
12533
    // Update PageUp/PageDown/Home/End scroll
12534
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12535
55.0k
    float scoring_rect_offset_y = 0.0f;
12536
55.0k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12537
2.54k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12538
55.0k
    if (scoring_rect_offset_y != 0.0f)
12539
25
    {
12540
25
        g.NavScoringNoClipRect = window->InnerRect;
12541
25
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12542
25
    }
12543
12544
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12545
#if IMGUI_DEBUG_NAV_SCORING
12546
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12547
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12548
    if (io.KeyCtrl)
12549
    {
12550
        if (g.NavMoveDir == ImGuiDir_None)
12551
            g.NavMoveDir = g.NavMoveDirForDebug;
12552
        g.NavMoveClipDir = g.NavMoveDir;
12553
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12554
    }
12555
#endif
12556
12557
    // Submit
12558
55.0k
    g.NavMoveForwardToNextFrame = false;
12559
55.0k
    if (g.NavMoveDir != ImGuiDir_None)
12560
105
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12561
12562
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12563
55.0k
    if (g.NavMoveSubmitted && g.NavId == 0)
12564
55
    {
12565
55
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12566
55
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12567
55
        g.NavInitResult.ID = 0;
12568
55
        g.NavDisableHighlight = false;
12569
55
    }
12570
12571
    // When using gamepad, we project the reference nav bounding box into window visible area.
12572
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12573
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12574
55.0k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12575
0
    {
12576
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12577
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12578
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12579
12580
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12581
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12582
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12583
12584
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12585
0
        {
12586
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12587
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12588
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12589
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12590
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12591
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12592
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12593
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12594
0
            g.NavId = 0;
12595
0
        }
12596
0
    }
12597
12598
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12599
55.0k
    ImRect scoring_rect;
12600
55.0k
    if (window != NULL)
12601
2.61k
    {
12602
2.61k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12603
2.61k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12604
2.61k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12605
2.61k
        if (g.NavMoveSubmitted)
12606
105
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12607
2.61k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12608
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12609
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12610
2.61k
    }
12611
55.0k
    g.NavScoringRect = scoring_rect;
12612
55.0k
    g.NavScoringNoClipRect.Add(scoring_rect);
12613
55.0k
}
12614
12615
void ImGui::NavUpdateCreateTabbingRequest()
12616
54.9k
{
12617
54.9k
    ImGuiContext& g = *GImGui;
12618
54.9k
    ImGuiWindow* window = g.NavWindow;
12619
54.9k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12620
54.9k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12621
52.4k
        return;
12622
12623
2.51k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12624
2.51k
    if (!tab_pressed)
12625
2.49k
        return;
12626
12627
    // Initiate tabbing request
12628
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12629
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12630
18
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12631
18
    if (nav_keyboard_active)
12632
18
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12633
0
    else
12634
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12635
18
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12636
18
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12637
18
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12638
18
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12639
18
    g.NavTabbingCounter = -1;
12640
18
}
12641
12642
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12643
void ImGui::NavMoveRequestApplyResult()
12644
87
{
12645
87
    ImGuiContext& g = *GImGui;
12646
#if IMGUI_DEBUG_NAV_SCORING
12647
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12648
        return;
12649
#endif
12650
12651
    // Select which result to use
12652
87
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12653
12654
    // Tabbing forward wrap
12655
87
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12656
16
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12657
2
            result = &g.NavTabbingResultFirst;
12658
12659
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12660
87
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12661
87
    if (result == NULL)
12662
70
    {
12663
70
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12664
14
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12665
70
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12666
20
            NavRestoreHighlightAfterMove();
12667
70
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12668
70
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12669
70
        return;
12670
70
    }
12671
12672
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12673
17
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12674
9
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12675
0
            result = &g.NavMoveResultLocalVisible;
12676
12677
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12678
17
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12679
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12680
0
            result = &g.NavMoveResultOther;
12681
17
    IM_ASSERT(g.NavWindow && result->Window);
12682
12683
    // Scroll to keep newly navigated item fully into view.
12684
17
    if (g.NavLayer == ImGuiNavLayer_Main)
12685
17
    {
12686
17
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12687
17
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12688
12689
17
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12690
6
        {
12691
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12692
6
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12693
6
            SetScrollY(result->Window, scroll_target);
12694
6
        }
12695
17
    }
12696
12697
17
    if (g.NavWindow != result->Window)
12698
0
    {
12699
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12700
0
        g.NavWindow = result->Window;
12701
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12702
0
    }
12703
17
    if (g.ActiveId != result->ID)
12704
17
        ClearActiveID();
12705
12706
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12707
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12708
17
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12709
9
    {
12710
9
        g.NavJustMovedToId = result->ID;
12711
9
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12712
9
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12713
9
    }
12714
12715
    // Apply new NavID/Focus
12716
17
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12717
17
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12718
17
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12719
17
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12720
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12721
12722
    // Restore last preferred position for current axis
12723
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12724
17
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12725
15
    {
12726
15
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12727
15
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12728
15
    }
12729
12730
    // Tabbing: Activates Inputable, otherwise only Focus
12731
17
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12732
2
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12733
12734
    // Activate
12735
17
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12736
0
    {
12737
0
        g.NavNextActivateId = result->ID;
12738
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12739
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12740
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12741
0
    }
12742
12743
    // Enable nav highlight
12744
17
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12745
17
        NavRestoreHighlightAfterMove();
12746
17
}
12747
12748
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12749
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12750
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12751
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12752
static void ImGui::NavUpdateCancelRequest()
12753
55.0k
{
12754
55.0k
    ImGuiContext& g = *GImGui;
12755
55.0k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12756
55.0k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12757
55.0k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12758
54.1k
        return;
12759
12760
871
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12761
871
    if (g.ActiveId != 0)
12762
0
    {
12763
0
        ClearActiveID();
12764
0
    }
12765
871
    else if (g.NavLayer != ImGuiNavLayer_Main)
12766
0
    {
12767
        // Leave the "menu" layer
12768
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12769
0
        NavRestoreHighlightAfterMove();
12770
0
    }
12771
871
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12772
46
    {
12773
        // Exit child window
12774
46
        ImGuiWindow* child_window = g.NavWindow;
12775
46
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12776
46
        IM_ASSERT(child_window->ChildId != 0);
12777
46
        ImRect child_rect = child_window->Rect();
12778
46
        FocusWindow(parent_window);
12779
46
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12780
46
        NavRestoreHighlightAfterMove();
12781
46
    }
12782
825
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12783
0
    {
12784
        // Close open popup/menu
12785
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12786
0
    }
12787
825
    else
12788
825
    {
12789
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12790
825
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12791
3
            g.NavWindow->NavLastIds[0] = 0;
12792
825
        g.NavId = 0;
12793
825
    }
12794
871
}
12795
12796
// Handle PageUp/PageDown/Home/End keys
12797
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12798
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12799
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12800
static float ImGui::NavUpdatePageUpPageDown()
12801
2.54k
{
12802
2.54k
    ImGuiContext& g = *GImGui;
12803
2.54k
    ImGuiWindow* window = g.NavWindow;
12804
2.54k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12805
0
        return 0.0f;
12806
12807
2.54k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12808
2.54k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12809
2.54k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12810
2.54k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12811
2.54k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12812
2.32k
        return 0.0f;
12813
12814
224
    if (g.NavLayer != ImGuiNavLayer_Main)
12815
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12816
12817
224
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12818
133
    {
12819
        // Fallback manual-scroll when window has no navigable item
12820
133
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12821
4
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12822
129
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12823
1
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12824
128
        else if (home_pressed)
12825
1
            SetScrollY(window, 0.0f);
12826
127
        else if (end_pressed)
12827
2
            SetScrollY(window, window->ScrollMax.y);
12828
133
    }
12829
91
    else
12830
91
    {
12831
91
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12832
91
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12833
91
        float nav_scoring_rect_offset_y = 0.0f;
12834
91
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12835
0
        {
12836
0
            nav_scoring_rect_offset_y = -page_offset_y;
12837
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12838
0
            g.NavMoveClipDir = ImGuiDir_Up;
12839
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12840
0
        }
12841
91
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12842
25
        {
12843
25
            nav_scoring_rect_offset_y = +page_offset_y;
12844
25
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12845
25
            g.NavMoveClipDir = ImGuiDir_Down;
12846
25
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12847
25
        }
12848
66
        else if (home_pressed)
12849
7
        {
12850
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12851
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12852
            // Preserve current horizontal position if we have any.
12853
7
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12854
7
            if (nav_rect_rel.IsInverted())
12855
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12856
7
            g.NavMoveDir = ImGuiDir_Down;
12857
7
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12858
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12859
7
        }
12860
59
        else if (end_pressed)
12861
2
        {
12862
2
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12863
2
            if (nav_rect_rel.IsInverted())
12864
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12865
2
            g.NavMoveDir = ImGuiDir_Up;
12866
2
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12867
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12868
2
        }
12869
91
        return nav_scoring_rect_offset_y;
12870
91
    }
12871
133
    return 0.0f;
12872
224
}
12873
12874
static void ImGui::NavEndFrame()
12875
55.0k
{
12876
55.0k
    ImGuiContext& g = *GImGui;
12877
12878
    // Show CTRL+TAB list window
12879
55.0k
    if (g.NavWindowingTarget != NULL)
12880
0
        NavUpdateWindowingOverlay();
12881
12882
    // Perform wrap-around in menus
12883
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12884
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12885
55.0k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12886
0
        NavUpdateCreateWrappingRequest();
12887
55.0k
}
12888
12889
static void ImGui::NavUpdateCreateWrappingRequest()
12890
0
{
12891
0
    ImGuiContext& g = *GImGui;
12892
0
    ImGuiWindow* window = g.NavWindow;
12893
12894
0
    bool do_forward = false;
12895
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12896
0
    ImGuiDir clip_dir = g.NavMoveDir;
12897
12898
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12899
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12900
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12901
0
    {
12902
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12903
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12904
0
        {
12905
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12906
0
            clip_dir = ImGuiDir_Up;
12907
0
        }
12908
0
        do_forward = true;
12909
0
    }
12910
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12911
0
    {
12912
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12913
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12914
0
        {
12915
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12916
0
            clip_dir = ImGuiDir_Down;
12917
0
        }
12918
0
        do_forward = true;
12919
0
    }
12920
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12921
0
    {
12922
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12923
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12924
0
        {
12925
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12926
0
            clip_dir = ImGuiDir_Left;
12927
0
        }
12928
0
        do_forward = true;
12929
0
    }
12930
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12931
0
    {
12932
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12933
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12934
0
        {
12935
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12936
0
            clip_dir = ImGuiDir_Right;
12937
0
        }
12938
0
        do_forward = true;
12939
0
    }
12940
0
    if (!do_forward)
12941
0
        return;
12942
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12943
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12944
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12945
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12946
0
}
12947
12948
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12949
0
{
12950
0
    ImGuiContext& g = *GImGui;
12951
0
    IM_UNUSED(g);
12952
0
    int order = window->FocusOrder;
12953
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12954
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12955
0
    return order;
12956
0
}
12957
12958
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12959
0
{
12960
0
    ImGuiContext& g = *GImGui;
12961
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12962
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12963
0
            return g.WindowsFocusOrder[i];
12964
0
    return NULL;
12965
0
}
12966
12967
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12968
0
{
12969
0
    ImGuiContext& g = *GImGui;
12970
0
    IM_ASSERT(g.NavWindowingTarget);
12971
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12972
0
        return;
12973
12974
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12975
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12976
0
    if (!window_target)
12977
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12978
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12979
0
    {
12980
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12981
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12982
0
    }
12983
0
    g.NavWindowingToggleLayer = false;
12984
0
}
12985
12986
// Windowing management mode
12987
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12988
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12989
static void ImGui::NavUpdateWindowing()
12990
55.0k
{
12991
55.0k
    ImGuiContext& g = *GImGui;
12992
55.0k
    ImGuiIO& io = g.IO;
12993
12994
55.0k
    ImGuiWindow* apply_focus_window = NULL;
12995
55.0k
    bool apply_toggle_layer = false;
12996
12997
55.0k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12998
55.0k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12999
55.0k
    if (!allow_windowing)
13000
0
        g.NavWindowingTarget = NULL;
13001
13002
    // Fade out
13003
55.0k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
13004
0
    {
13005
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
13006
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
13007
0
            g.NavWindowingTargetAnim = NULL;
13008
0
    }
13009
13010
    // Start CTRL+Tab or Square+L/R window selection
13011
55.0k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13012
55.0k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13013
55.0k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13014
55.0k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13015
55.0k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13016
55.0k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13017
55.0k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13018
55.0k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13019
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13020
0
        {
13021
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13022
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13023
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13024
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13025
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13026
13027
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13028
0
            if (keyboard_next_window || keyboard_prev_window)
13029
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13030
0
        }
13031
13032
    // Gamepad update
13033
55.0k
    g.NavWindowingTimer += io.DeltaTime;
13034
55.0k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13035
0
    {
13036
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13037
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13038
13039
        // Select window to focus
13040
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13041
0
        if (focus_change_dir != 0)
13042
0
        {
13043
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13044
0
            g.NavWindowingHighlightAlpha = 1.0f;
13045
0
        }
13046
13047
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13048
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13049
0
        {
13050
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13051
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13052
0
                apply_toggle_layer = true;
13053
0
            else if (!g.NavWindowingToggleLayer)
13054
0
                apply_focus_window = g.NavWindowingTarget;
13055
0
            g.NavWindowingTarget = NULL;
13056
0
        }
13057
0
    }
13058
13059
    // Keyboard: Focus
13060
55.0k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13061
0
    {
13062
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13063
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13064
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13065
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13066
0
        if (keyboard_next_window || keyboard_prev_window)
13067
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13068
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13069
0
            apply_focus_window = g.NavWindowingTarget;
13070
0
    }
13071
13072
    // Keyboard: Press and Release ALT to toggle menu layer
13073
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
13074
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
13075
55.0k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
13076
0
    {
13077
0
        g.NavWindowingToggleLayer = true;
13078
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
13079
0
    }
13080
55.0k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13081
0
    {
13082
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13083
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13084
        // We cancel toggling nav layer if an owner has claimed the key.
13085
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13086
0
            g.NavWindowingToggleLayer = false;
13087
13088
        // Apply layer toggle on release
13089
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13090
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
13091
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13092
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13093
0
                    apply_toggle_layer = true;
13094
0
        if (!IsKeyDown(ImGuiMod_Alt))
13095
0
            g.NavWindowingToggleLayer = false;
13096
0
    }
13097
13098
    // Move window
13099
55.0k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13100
0
    {
13101
0
        ImVec2 nav_move_dir;
13102
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13103
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13104
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13105
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13106
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13107
0
        {
13108
0
            const float NAV_MOVE_SPEED = 800.0f;
13109
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13110
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13111
0
            g.NavDisableMouseHover = true;
13112
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13113
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13114
0
            {
13115
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13116
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13117
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13118
0
            }
13119
0
        }
13120
0
    }
13121
13122
    // Apply final focus
13123
55.0k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13124
0
    {
13125
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13126
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13127
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13128
0
        ClearActiveID();
13129
0
        NavRestoreHighlightAfterMove();
13130
0
        ClosePopupsOverWindow(apply_focus_window, false);
13131
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13132
0
        apply_focus_window = g.NavWindow;
13133
0
        if (apply_focus_window->NavLastIds[0] == 0)
13134
0
            NavInitWindow(apply_focus_window, false);
13135
13136
        // If the window has ONLY a menu layer (no main layer), select it directly
13137
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13138
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13139
        // the target window as already been previewed once.
13140
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13141
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13142
        // won't be valid.
13143
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13144
0
            g.NavLayer = ImGuiNavLayer_Menu;
13145
13146
        // Request OS level focus
13147
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13148
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13149
0
    }
13150
55.0k
    if (apply_focus_window)
13151
0
        g.NavWindowingTarget = NULL;
13152
13153
    // Apply menu/layer toggle
13154
55.0k
    if (apply_toggle_layer && g.NavWindow)
13155
0
    {
13156
0
        ClearActiveID();
13157
13158
        // Move to parent menu if necessary
13159
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13160
0
        while (new_nav_window->ParentWindow
13161
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13162
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13163
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13164
0
            new_nav_window = new_nav_window->ParentWindow;
13165
0
        if (new_nav_window != g.NavWindow)
13166
0
        {
13167
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13168
0
            FocusWindow(new_nav_window);
13169
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13170
0
        }
13171
13172
        // Toggle layer
13173
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13174
0
        if (new_nav_layer != g.NavLayer)
13175
0
        {
13176
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13177
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13178
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13179
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13180
0
            NavRestoreLayer(new_nav_layer);
13181
0
            NavRestoreHighlightAfterMove();
13182
0
        }
13183
0
    }
13184
55.0k
}
13185
13186
// Window has already passed the IsWindowNavFocusable()
13187
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13188
0
{
13189
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13190
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13191
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13192
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13193
0
    if (window->DockNodeAsHost)
13194
0
        return "(Dock node)"; // Not normally shown to user.
13195
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13196
0
}
13197
13198
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13199
void ImGui::NavUpdateWindowingOverlay()
13200
0
{
13201
0
    ImGuiContext& g = *GImGui;
13202
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13203
13204
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13205
0
        return;
13206
13207
0
    if (g.NavWindowingListWindow == NULL)
13208
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13209
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13210
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13211
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13212
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13213
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13214
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13215
0
    {
13216
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13217
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13218
0
        if (!IsWindowNavFocusable(window))
13219
0
            continue;
13220
0
        const char* label = window->Name;
13221
0
        if (label == FindRenderedTextEnd(label))
13222
0
            label = GetFallbackWindowNameForWindowingList(window);
13223
0
        Selectable(label, g.NavWindowingTarget == window);
13224
0
    }
13225
0
    End();
13226
0
    PopStyleVar();
13227
0
}
13228
13229
13230
//-----------------------------------------------------------------------------
13231
// [SECTION] DRAG AND DROP
13232
//-----------------------------------------------------------------------------
13233
13234
bool ImGui::IsDragDropActive()
13235
0
{
13236
0
    ImGuiContext& g = *GImGui;
13237
0
    return g.DragDropActive;
13238
0
}
13239
13240
void ImGui::ClearDragDrop()
13241
38
{
13242
38
    ImGuiContext& g = *GImGui;
13243
38
    g.DragDropActive = false;
13244
38
    g.DragDropPayload.Clear();
13245
38
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13246
38
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13247
38
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13248
38
    g.DragDropAcceptFrameCount = -1;
13249
13250
38
    g.DragDropPayloadBufHeap.clear();
13251
38
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13252
38
}
13253
13254
bool ImGui::BeginTooltipHidden()
13255
0
{
13256
0
    ImGuiContext& g = *GImGui;
13257
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13258
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13259
0
    return ret;
13260
0
}
13261
13262
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13263
// If the item has an identifier:
13264
// - This assume/require the item to be activated (typically via ButtonBehavior).
13265
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13266
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13267
// If the item has no identifier:
13268
// - Currently always assume left mouse button.
13269
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13270
195
{
13271
195
    ImGuiContext& g = *GImGui;
13272
195
    ImGuiWindow* window = g.CurrentWindow;
13273
13274
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13275
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13276
195
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13277
13278
195
    bool source_drag_active = false;
13279
195
    ImGuiID source_id = 0;
13280
195
    ImGuiID source_parent_id = 0;
13281
195
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13282
195
    {
13283
195
        source_id = g.LastItemData.ID;
13284
195
        if (source_id != 0)
13285
195
        {
13286
            // Common path: items with ID
13287
195
            if (g.ActiveId != source_id)
13288
0
                return false;
13289
195
            if (g.ActiveIdMouseButton != -1)
13290
0
                mouse_button = g.ActiveIdMouseButton;
13291
195
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13292
0
                return false;
13293
195
            g.ActiveIdAllowOverlap = false;
13294
195
        }
13295
0
        else
13296
0
        {
13297
            // Uncommon path: items without ID
13298
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13299
0
                return false;
13300
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13301
0
                return false;
13302
13303
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13304
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13305
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13306
0
            {
13307
0
                IM_ASSERT(0);
13308
0
                return false;
13309
0
            }
13310
13311
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13312
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13313
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13314
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13315
            // Rely on keeping other window->LastItemXXX fields intact.
13316
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13317
0
            KeepAliveID(source_id);
13318
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13319
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13320
0
            {
13321
0
                SetActiveID(source_id, window);
13322
0
                FocusWindow(window);
13323
0
            }
13324
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13325
0
                g.ActiveIdAllowOverlap = is_hovered;
13326
0
        }
13327
195
        if (g.ActiveId != source_id)
13328
0
            return false;
13329
195
        source_parent_id = window->IDStack.back();
13330
195
        source_drag_active = IsMouseDragging(mouse_button);
13331
13332
        // Disable navigation and key inputs while dragging + cancel existing request if any
13333
195
        SetActiveIdUsingAllKeyboardKeys();
13334
195
    }
13335
0
    else
13336
0
    {
13337
0
        window = NULL;
13338
0
        source_id = ImHashStr("#SourceExtern");
13339
0
        source_drag_active = true;
13340
0
    }
13341
13342
195
    if (source_drag_active)
13343
92
    {
13344
92
        if (!g.DragDropActive)
13345
19
        {
13346
19
            IM_ASSERT(source_id != 0);
13347
19
            ClearDragDrop();
13348
19
            ImGuiPayload& payload = g.DragDropPayload;
13349
19
            payload.SourceId = source_id;
13350
19
            payload.SourceParentId = source_parent_id;
13351
19
            g.DragDropActive = true;
13352
19
            g.DragDropSourceFlags = flags;
13353
19
            g.DragDropMouseButton = mouse_button;
13354
19
            if (payload.SourceId == g.ActiveId)
13355
19
                g.ActiveIdNoClearOnFocusLoss = true;
13356
19
        }
13357
92
        g.DragDropSourceFrameCount = g.FrameCount;
13358
92
        g.DragDropWithinSource = true;
13359
13360
92
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13361
0
        {
13362
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13363
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13364
0
            bool ret;
13365
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13366
0
                ret = BeginTooltipHidden();
13367
0
            else
13368
0
                ret = BeginTooltip();
13369
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13370
0
            IM_UNUSED(ret);
13371
0
        }
13372
13373
92
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13374
92
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13375
13376
92
        return true;
13377
92
    }
13378
103
    return false;
13379
195
}
13380
13381
void ImGui::EndDragDropSource()
13382
92
{
13383
92
    ImGuiContext& g = *GImGui;
13384
92
    IM_ASSERT(g.DragDropActive);
13385
92
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13386
13387
92
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13388
0
        EndTooltip();
13389
13390
    // Discard the drag if have not called SetDragDropPayload()
13391
92
    if (g.DragDropPayload.DataFrameCount == -1)
13392
0
        ClearDragDrop();
13393
92
    g.DragDropWithinSource = false;
13394
92
}
13395
13396
// Use 'cond' to choose to submit payload on drag start or every frame
13397
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13398
92
{
13399
92
    ImGuiContext& g = *GImGui;
13400
92
    ImGuiPayload& payload = g.DragDropPayload;
13401
92
    if (cond == 0)
13402
92
        cond = ImGuiCond_Always;
13403
13404
92
    IM_ASSERT(type != NULL);
13405
92
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13406
92
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13407
92
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13408
92
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13409
13410
92
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13411
92
    {
13412
        // Copy payload
13413
92
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13414
92
        g.DragDropPayloadBufHeap.resize(0);
13415
92
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13416
0
        {
13417
            // Store in heap
13418
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13419
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13420
0
            memcpy(payload.Data, data, data_size);
13421
0
        }
13422
92
        else if (data_size > 0)
13423
92
        {
13424
            // Store locally
13425
92
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13426
92
            payload.Data = g.DragDropPayloadBufLocal;
13427
92
            memcpy(payload.Data, data, data_size);
13428
92
        }
13429
0
        else
13430
0
        {
13431
0
            payload.Data = NULL;
13432
0
        }
13433
92
        payload.DataSize = (int)data_size;
13434
92
    }
13435
92
    payload.DataFrameCount = g.FrameCount;
13436
13437
    // Return whether the payload has been accepted
13438
92
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13439
92
}
13440
13441
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13442
147
{
13443
147
    ImGuiContext& g = *GImGui;
13444
147
    if (!g.DragDropActive)
13445
0
        return false;
13446
13447
147
    ImGuiWindow* window = g.CurrentWindow;
13448
147
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13449
147
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13450
139
        return false;
13451
8
    IM_ASSERT(id != 0);
13452
8
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13453
0
        return false;
13454
8
    if (window->SkipItems)
13455
0
        return false;
13456
13457
8
    IM_ASSERT(g.DragDropWithinTarget == false);
13458
8
    g.DragDropTargetRect = bb;
13459
8
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13460
8
    g.DragDropTargetId = id;
13461
8
    g.DragDropWithinTarget = true;
13462
8
    return true;
13463
8
}
13464
13465
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13466
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13467
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13468
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13469
bool ImGui::BeginDragDropTarget()
13470
0
{
13471
0
    ImGuiContext& g = *GImGui;
13472
0
    if (!g.DragDropActive)
13473
0
        return false;
13474
13475
0
    ImGuiWindow* window = g.CurrentWindow;
13476
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13477
0
        return false;
13478
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13479
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13480
0
        return false;
13481
13482
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13483
0
    ImGuiID id = g.LastItemData.ID;
13484
0
    if (id == 0)
13485
0
    {
13486
0
        id = window->GetIDFromRectangle(display_rect);
13487
0
        KeepAliveID(id);
13488
0
    }
13489
0
    if (g.DragDropPayload.SourceId == id)
13490
0
        return false;
13491
13492
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13493
0
    g.DragDropTargetRect = display_rect;
13494
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13495
0
    g.DragDropTargetId = id;
13496
0
    g.DragDropWithinTarget = true;
13497
0
    return true;
13498
0
}
13499
13500
bool ImGui::IsDragDropPayloadBeingAccepted()
13501
50
{
13502
50
    ImGuiContext& g = *GImGui;
13503
50
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13504
50
}
13505
13506
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13507
8
{
13508
8
    ImGuiContext& g = *GImGui;
13509
8
    ImGuiPayload& payload = g.DragDropPayload;
13510
8
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13511
8
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13512
8
    if (type != NULL && !payload.IsDataType(type))
13513
0
        return NULL;
13514
13515
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13516
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13517
8
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13518
8
    ImRect r = g.DragDropTargetRect;
13519
8
    float r_surface = r.GetWidth() * r.GetHeight();
13520
8
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13521
0
        return NULL;
13522
13523
8
    g.DragDropAcceptFlags = flags;
13524
8
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13525
8
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13526
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13527
13528
    // Render default drop visuals
13529
8
    payload.Preview = was_accepted_previously;
13530
8
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13531
8
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13532
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13533
13534
8
    g.DragDropAcceptFrameCount = g.FrameCount;
13535
8
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13536
8
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13537
0
        return NULL;
13538
13539
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13540
8
    return &payload;
13541
8
}
13542
13543
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13544
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13545
0
{
13546
0
    ImGuiContext& g = *GImGui;
13547
0
    ImGuiWindow* window = g.CurrentWindow;
13548
0
    ImRect bb_display = bb;
13549
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13550
0
    bb_display.Expand(3.5f);
13551
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13552
0
    if (push_clip_rect)
13553
0
        window->DrawList->PushClipRectFullScreen();
13554
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13555
0
    if (push_clip_rect)
13556
0
        window->DrawList->PopClipRect();
13557
0
}
13558
13559
const ImGuiPayload* ImGui::GetDragDropPayload()
13560
0
{
13561
0
    ImGuiContext& g = *GImGui;
13562
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13563
0
}
13564
13565
void ImGui::EndDragDropTarget()
13566
8
{
13567
8
    ImGuiContext& g = *GImGui;
13568
8
    IM_ASSERT(g.DragDropActive);
13569
8
    IM_ASSERT(g.DragDropWithinTarget);
13570
8
    g.DragDropWithinTarget = false;
13571
13572
    // Clear drag and drop state payload right after delivery
13573
8
    if (g.DragDropPayload.Delivery)
13574
0
        ClearDragDrop();
13575
8
}
13576
13577
//-----------------------------------------------------------------------------
13578
// [SECTION] LOGGING/CAPTURING
13579
//-----------------------------------------------------------------------------
13580
// All text output from the interface can be captured into tty/file/clipboard.
13581
// By default, tree nodes are automatically opened during logging.
13582
//-----------------------------------------------------------------------------
13583
13584
// Pass text data straight to log (without being displayed)
13585
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13586
0
{
13587
0
    if (g.LogFile)
13588
0
    {
13589
0
        g.LogBuffer.Buf.resize(0);
13590
0
        g.LogBuffer.appendfv(fmt, args);
13591
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13592
0
    }
13593
0
    else
13594
0
    {
13595
0
        g.LogBuffer.appendfv(fmt, args);
13596
0
    }
13597
0
}
13598
13599
void ImGui::LogText(const char* fmt, ...)
13600
0
{
13601
0
    ImGuiContext& g = *GImGui;
13602
0
    if (!g.LogEnabled)
13603
0
        return;
13604
13605
0
    va_list args;
13606
0
    va_start(args, fmt);
13607
0
    LogTextV(g, fmt, args);
13608
0
    va_end(args);
13609
0
}
13610
13611
void ImGui::LogTextV(const char* fmt, va_list args)
13612
0
{
13613
0
    ImGuiContext& g = *GImGui;
13614
0
    if (!g.LogEnabled)
13615
0
        return;
13616
13617
0
    LogTextV(g, fmt, args);
13618
0
}
13619
13620
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13621
// We split text into individual lines to add current tree level padding
13622
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13623
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13624
0
{
13625
0
    ImGuiContext& g = *GImGui;
13626
0
    ImGuiWindow* window = g.CurrentWindow;
13627
13628
0
    const char* prefix = g.LogNextPrefix;
13629
0
    const char* suffix = g.LogNextSuffix;
13630
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13631
13632
0
    if (!text_end)
13633
0
        text_end = FindRenderedTextEnd(text, text_end);
13634
13635
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13636
0
    if (ref_pos)
13637
0
        g.LogLinePosY = ref_pos->y;
13638
0
    if (log_new_line)
13639
0
    {
13640
0
        LogText(IM_NEWLINE);
13641
0
        g.LogLineFirstItem = true;
13642
0
    }
13643
13644
0
    if (prefix)
13645
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13646
13647
    // Re-adjust padding if we have popped out of our starting depth
13648
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13649
0
        g.LogDepthRef = window->DC.TreeDepth;
13650
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13651
13652
0
    const char* text_remaining = text;
13653
0
    for (;;)
13654
0
    {
13655
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13656
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13657
0
        const char* line_start = text_remaining;
13658
0
        const char* line_end = ImStreolRange(line_start, text_end);
13659
0
        const bool is_last_line = (line_end == text_end);
13660
0
        if (line_start != line_end || !is_last_line)
13661
0
        {
13662
0
            const int line_length = (int)(line_end - line_start);
13663
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13664
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13665
0
            g.LogLineFirstItem = false;
13666
0
            if (*line_end == '\n')
13667
0
            {
13668
0
                LogText(IM_NEWLINE);
13669
0
                g.LogLineFirstItem = true;
13670
0
            }
13671
0
        }
13672
0
        if (is_last_line)
13673
0
            break;
13674
0
        text_remaining = line_end + 1;
13675
0
    }
13676
13677
0
    if (suffix)
13678
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13679
0
}
13680
13681
// Start logging/capturing text output
13682
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13683
0
{
13684
0
    ImGuiContext& g = *GImGui;
13685
0
    ImGuiWindow* window = g.CurrentWindow;
13686
0
    IM_ASSERT(g.LogEnabled == false);
13687
0
    IM_ASSERT(g.LogFile == NULL);
13688
0
    IM_ASSERT(g.LogBuffer.empty());
13689
0
    g.LogEnabled = true;
13690
0
    g.LogType = type;
13691
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13692
0
    g.LogDepthRef = window->DC.TreeDepth;
13693
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13694
0
    g.LogLinePosY = FLT_MAX;
13695
0
    g.LogLineFirstItem = true;
13696
0
}
13697
13698
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13699
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13700
0
{
13701
0
    ImGuiContext& g = *GImGui;
13702
0
    g.LogNextPrefix = prefix;
13703
0
    g.LogNextSuffix = suffix;
13704
0
}
13705
13706
void ImGui::LogToTTY(int auto_open_depth)
13707
0
{
13708
0
    ImGuiContext& g = *GImGui;
13709
0
    if (g.LogEnabled)
13710
0
        return;
13711
0
    IM_UNUSED(auto_open_depth);
13712
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13713
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13714
0
    g.LogFile = stdout;
13715
0
#endif
13716
0
}
13717
13718
// Start logging/capturing text output to given file
13719
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13720
0
{
13721
0
    ImGuiContext& g = *GImGui;
13722
0
    if (g.LogEnabled)
13723
0
        return;
13724
13725
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13726
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13727
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13728
0
    if (!filename)
13729
0
        filename = g.IO.LogFilename;
13730
0
    if (!filename || !filename[0])
13731
0
        return;
13732
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13733
0
    if (!f)
13734
0
    {
13735
0
        IM_ASSERT(0);
13736
0
        return;
13737
0
    }
13738
13739
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13740
0
    g.LogFile = f;
13741
0
}
13742
13743
// Start logging/capturing text output to clipboard
13744
void ImGui::LogToClipboard(int auto_open_depth)
13745
0
{
13746
0
    ImGuiContext& g = *GImGui;
13747
0
    if (g.LogEnabled)
13748
0
        return;
13749
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13750
0
}
13751
13752
void ImGui::LogToBuffer(int auto_open_depth)
13753
0
{
13754
0
    ImGuiContext& g = *GImGui;
13755
0
    if (g.LogEnabled)
13756
0
        return;
13757
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13758
0
}
13759
13760
void ImGui::LogFinish()
13761
110k
{
13762
110k
    ImGuiContext& g = *GImGui;
13763
110k
    if (!g.LogEnabled)
13764
110k
        return;
13765
13766
0
    LogText(IM_NEWLINE);
13767
0
    switch (g.LogType)
13768
0
    {
13769
0
    case ImGuiLogType_TTY:
13770
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13771
0
        fflush(g.LogFile);
13772
0
#endif
13773
0
        break;
13774
0
    case ImGuiLogType_File:
13775
0
        ImFileClose(g.LogFile);
13776
0
        break;
13777
0
    case ImGuiLogType_Buffer:
13778
0
        break;
13779
0
    case ImGuiLogType_Clipboard:
13780
0
        if (!g.LogBuffer.empty())
13781
0
            SetClipboardText(g.LogBuffer.begin());
13782
0
        break;
13783
0
    case ImGuiLogType_None:
13784
0
        IM_ASSERT(0);
13785
0
        break;
13786
0
    }
13787
13788
0
    g.LogEnabled = false;
13789
0
    g.LogType = ImGuiLogType_None;
13790
0
    g.LogFile = NULL;
13791
0
    g.LogBuffer.clear();
13792
0
}
13793
13794
// Helper to display logging buttons
13795
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13796
void ImGui::LogButtons()
13797
0
{
13798
0
    ImGuiContext& g = *GImGui;
13799
13800
0
    PushID("LogButtons");
13801
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13802
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13803
#else
13804
    const bool log_to_tty = false;
13805
#endif
13806
0
    const bool log_to_file = Button("Log To File"); SameLine();
13807
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13808
0
    PushTabStop(false);
13809
0
    SetNextItemWidth(80.0f);
13810
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13811
0
    PopTabStop();
13812
0
    PopID();
13813
13814
    // Start logging at the end of the function so that the buttons don't appear in the log
13815
0
    if (log_to_tty)
13816
0
        LogToTTY();
13817
0
    if (log_to_file)
13818
0
        LogToFile();
13819
0
    if (log_to_clipboard)
13820
0
        LogToClipboard();
13821
0
}
13822
13823
13824
//-----------------------------------------------------------------------------
13825
// [SECTION] SETTINGS
13826
//-----------------------------------------------------------------------------
13827
// - UpdateSettings() [Internal]
13828
// - MarkIniSettingsDirty() [Internal]
13829
// - FindSettingsHandler() [Internal]
13830
// - ClearIniSettings() [Internal]
13831
// - LoadIniSettingsFromDisk()
13832
// - LoadIniSettingsFromMemory()
13833
// - SaveIniSettingsToDisk()
13834
// - SaveIniSettingsToMemory()
13835
//-----------------------------------------------------------------------------
13836
// - CreateNewWindowSettings() [Internal]
13837
// - FindWindowSettingsByID() [Internal]
13838
// - FindWindowSettingsByWindow() [Internal]
13839
// - ClearWindowSettings() [Internal]
13840
// - WindowSettingsHandler_***() [Internal]
13841
//-----------------------------------------------------------------------------
13842
13843
// Called by NewFrame()
13844
void ImGui::UpdateSettings()
13845
55.0k
{
13846
    // Load settings on first frame (if not explicitly loaded manually before)
13847
55.0k
    ImGuiContext& g = *GImGui;
13848
55.0k
    if (!g.SettingsLoaded)
13849
1
    {
13850
1
        IM_ASSERT(g.SettingsWindows.empty());
13851
1
        if (g.IO.IniFilename)
13852
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13853
1
        g.SettingsLoaded = true;
13854
1
    }
13855
13856
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13857
55.0k
    if (g.SettingsDirtyTimer > 0.0f)
13858
5.70k
    {
13859
5.70k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13860
5.70k
        if (g.SettingsDirtyTimer <= 0.0f)
13861
19
        {
13862
19
            if (g.IO.IniFilename != NULL)
13863
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13864
19
            else
13865
19
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13866
19
            g.SettingsDirtyTimer = 0.0f;
13867
19
        }
13868
5.70k
    }
13869
55.0k
}
13870
13871
void ImGui::MarkIniSettingsDirty()
13872
0
{
13873
0
    ImGuiContext& g = *GImGui;
13874
0
    if (g.SettingsDirtyTimer <= 0.0f)
13875
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13876
0
}
13877
13878
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13879
5.31k
{
13880
5.31k
    ImGuiContext& g = *GImGui;
13881
5.31k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13882
86
        if (g.SettingsDirtyTimer <= 0.0f)
13883
19
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13884
5.31k
}
13885
13886
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13887
2
{
13888
2
    ImGuiContext& g = *GImGui;
13889
2
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13890
2
    g.SettingsHandlers.push_back(*handler);
13891
2
}
13892
13893
void ImGui::RemoveSettingsHandler(const char* type_name)
13894
0
{
13895
0
    ImGuiContext& g = *GImGui;
13896
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13897
0
        g.SettingsHandlers.erase(handler);
13898
0
}
13899
13900
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13901
2
{
13902
2
    ImGuiContext& g = *GImGui;
13903
2
    const ImGuiID type_hash = ImHashStr(type_name);
13904
2
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13905
1
        if (handler.TypeHash == type_hash)
13906
0
            return &handler;
13907
2
    return NULL;
13908
2
}
13909
13910
// Clear all settings (windows, tables, docking etc.)
13911
void ImGui::ClearIniSettings()
13912
0
{
13913
0
    ImGuiContext& g = *GImGui;
13914
0
    g.SettingsIniData.clear();
13915
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13916
0
        if (handler.ClearAllFn != NULL)
13917
0
            handler.ClearAllFn(&g, &handler);
13918
0
}
13919
13920
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13921
0
{
13922
0
    size_t file_data_size = 0;
13923
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13924
0
    if (!file_data)
13925
0
        return;
13926
0
    if (file_data_size > 0)
13927
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13928
0
    IM_FREE(file_data);
13929
0
}
13930
13931
// Zero-tolerance, no error reporting, cheap .ini parsing
13932
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13933
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13934
0
{
13935
0
    ImGuiContext& g = *GImGui;
13936
0
    IM_ASSERT(g.Initialized);
13937
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13938
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13939
13940
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13941
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13942
0
    if (ini_size == 0)
13943
0
        ini_size = strlen(ini_data);
13944
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13945
0
    char* const buf = g.SettingsIniData.Buf.Data;
13946
0
    char* const buf_end = buf + ini_size;
13947
0
    memcpy(buf, ini_data, ini_size);
13948
0
    buf_end[0] = 0;
13949
13950
    // Call pre-read handlers
13951
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13952
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13953
0
        if (handler.ReadInitFn != NULL)
13954
0
            handler.ReadInitFn(&g, &handler);
13955
13956
0
    void* entry_data = NULL;
13957
0
    ImGuiSettingsHandler* entry_handler = NULL;
13958
13959
0
    char* line_end = NULL;
13960
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13961
0
    {
13962
        // Skip new lines markers, then find end of the line
13963
0
        while (*line == '\n' || *line == '\r')
13964
0
            line++;
13965
0
        line_end = line;
13966
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13967
0
            line_end++;
13968
0
        line_end[0] = 0;
13969
0
        if (line[0] == ';')
13970
0
            continue;
13971
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13972
0
        {
13973
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13974
0
            line_end[-1] = 0;
13975
0
            const char* name_end = line_end - 1;
13976
0
            const char* type_start = line + 1;
13977
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13978
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13979
0
            if (!type_end || !name_start)
13980
0
                continue;
13981
0
            *type_end = 0; // Overwrite first ']'
13982
0
            name_start++;  // Skip second '['
13983
0
            entry_handler = FindSettingsHandler(type_start);
13984
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13985
0
        }
13986
0
        else if (entry_handler != NULL && entry_data != NULL)
13987
0
        {
13988
            // Let type handler parse the line
13989
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13990
0
        }
13991
0
    }
13992
0
    g.SettingsLoaded = true;
13993
13994
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13995
0
    memcpy(buf, ini_data, ini_size);
13996
13997
    // Call post-read handlers
13998
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13999
0
        if (handler.ApplyAllFn != NULL)
14000
0
            handler.ApplyAllFn(&g, &handler);
14001
0
}
14002
14003
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
14004
0
{
14005
0
    ImGuiContext& g = *GImGui;
14006
0
    g.SettingsDirtyTimer = 0.0f;
14007
0
    if (!ini_filename)
14008
0
        return;
14009
14010
0
    size_t ini_data_size = 0;
14011
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14012
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14013
0
    if (!f)
14014
0
        return;
14015
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14016
0
    ImFileClose(f);
14017
0
}
14018
14019
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14020
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14021
0
{
14022
0
    ImGuiContext& g = *GImGui;
14023
0
    g.SettingsDirtyTimer = 0.0f;
14024
0
    g.SettingsIniData.Buf.resize(0);
14025
0
    g.SettingsIniData.Buf.push_back(0);
14026
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14027
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14028
0
    if (out_size)
14029
0
        *out_size = (size_t)g.SettingsIniData.size();
14030
0
    return g.SettingsIniData.c_str();
14031
0
}
14032
14033
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14034
0
{
14035
0
    ImGuiContext& g = *GImGui;
14036
14037
0
    if (g.IO.ConfigDebugIniSettings == false)
14038
0
    {
14039
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14040
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14041
0
        if (const char* p = strstr(name, "###"))
14042
0
            name = p;
14043
0
    }
14044
0
    const size_t name_len = strlen(name);
14045
14046
    // Allocate chunk
14047
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14048
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14049
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14050
0
    settings->ID = ImHashStr(name, name_len);
14051
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14052
14053
0
    return settings;
14054
0
}
14055
14056
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14057
// This is called once per window .ini entry + once per newly instantiated window.
14058
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14059
2
{
14060
2
    ImGuiContext& g = *GImGui;
14061
2
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14062
0
        if (settings->ID == id && !settings->WantDelete)
14063
0
            return settings;
14064
2
    return NULL;
14065
2
}
14066
14067
// This is faster if you are holding on a Window already as we don't need to perform a search.
14068
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14069
2
{
14070
2
    ImGuiContext& g = *GImGui;
14071
2
    if (window->SettingsOffset != -1)
14072
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14073
2
    return FindWindowSettingsByID(window->ID);
14074
2
}
14075
14076
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14077
void ImGui::ClearWindowSettings(const char* name)
14078
0
{
14079
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14080
0
    ImGuiContext& g = *GImGui;
14081
0
    ImGuiWindow* window = FindWindowByName(name);
14082
0
    if (window != NULL)
14083
0
    {
14084
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14085
0
        InitOrLoadWindowSettings(window, NULL);
14086
0
        if (window->DockId != 0)
14087
0
            DockContextProcessUndockWindow(&g, window, true);
14088
0
    }
14089
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14090
0
        settings->WantDelete = true;
14091
0
}
14092
14093
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14094
0
{
14095
0
    ImGuiContext& g = *ctx;
14096
0
    for (ImGuiWindow* window : g.Windows)
14097
0
        window->SettingsOffset = -1;
14098
0
    g.SettingsWindows.clear();
14099
0
}
14100
14101
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14102
0
{
14103
0
    ImGuiID id = ImHashStr(name);
14104
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14105
0
    if (settings)
14106
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14107
0
    else
14108
0
        settings = ImGui::CreateNewWindowSettings(name);
14109
0
    settings->ID = id;
14110
0
    settings->WantApply = true;
14111
0
    return (void*)settings;
14112
0
}
14113
14114
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14115
0
{
14116
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14117
0
    int x, y;
14118
0
    int i;
14119
0
    ImU32 u1;
14120
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14121
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14122
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14123
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14124
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14125
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14126
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14127
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14128
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14129
0
}
14130
14131
// Apply to existing windows (if any)
14132
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14133
0
{
14134
0
    ImGuiContext& g = *ctx;
14135
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14136
0
        if (settings->WantApply)
14137
0
        {
14138
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14139
0
                ApplyWindowSettings(window, settings);
14140
0
            settings->WantApply = false;
14141
0
        }
14142
0
}
14143
14144
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14145
0
{
14146
    // Gather data from windows that were active during this session
14147
    // (if a window wasn't opened in this session we preserve its settings)
14148
0
    ImGuiContext& g = *ctx;
14149
0
    for (ImGuiWindow* window : g.Windows)
14150
0
    {
14151
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14152
0
            continue;
14153
14154
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14155
0
        if (!settings)
14156
0
        {
14157
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14158
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14159
0
        }
14160
0
        IM_ASSERT(settings->ID == window->ID);
14161
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14162
0
        settings->Size = ImVec2ih(window->SizeFull);
14163
0
        settings->ViewportId = window->ViewportId;
14164
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14165
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14166
0
        settings->DockId = window->DockId;
14167
0
        settings->ClassId = window->WindowClass.ClassId;
14168
0
        settings->DockOrder = window->DockOrder;
14169
0
        settings->Collapsed = window->Collapsed;
14170
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14171
0
        settings->WantDelete = false;
14172
0
    }
14173
14174
    // Write to text buffer
14175
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14176
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14177
0
    {
14178
0
        if (settings->WantDelete)
14179
0
            continue;
14180
0
        const char* settings_name = settings->GetName();
14181
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14182
0
        if (settings->IsChild)
14183
0
        {
14184
0
            buf->appendf("IsChild=1\n");
14185
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14186
0
        }
14187
0
        else
14188
0
        {
14189
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14190
0
            {
14191
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14192
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14193
0
            }
14194
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14195
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14196
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14197
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14198
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14199
0
            if (settings->DockId != 0)
14200
0
            {
14201
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14202
0
                if (settings->DockOrder == -1)
14203
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14204
0
                else
14205
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14206
0
                if (settings->ClassId != 0)
14207
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14208
0
            }
14209
0
        }
14210
0
        buf->append("\n");
14211
0
    }
14212
0
}
14213
14214
14215
//-----------------------------------------------------------------------------
14216
// [SECTION] LOCALIZATION
14217
//-----------------------------------------------------------------------------
14218
14219
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14220
1
{
14221
1
    ImGuiContext& g = *GImGui;
14222
12
    for (int n = 0; n < count; n++)
14223
11
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14224
1
}
14225
14226
14227
//-----------------------------------------------------------------------------
14228
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14229
//-----------------------------------------------------------------------------
14230
// - GetMainViewport()
14231
// - FindViewportByID()
14232
// - FindViewportByPlatformHandle()
14233
// - SetCurrentViewport() [Internal]
14234
// - SetWindowViewport() [Internal]
14235
// - GetWindowAlwaysWantOwnViewport() [Internal]
14236
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14237
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14238
// - TranslateWindowsInViewport() [Internal]
14239
// - ScaleWindowsInViewport() [Internal]
14240
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14241
// - UpdateViewportsNewFrame() [Internal]
14242
// - UpdateViewportsEndFrame() [Internal]
14243
// - AddUpdateViewport() [Internal]
14244
// - WindowSelectViewport() [Internal]
14245
// - WindowSyncOwnedViewport() [Internal]
14246
// - UpdatePlatformWindows()
14247
// - RenderPlatformWindowsDefault()
14248
// - FindPlatformMonitorForPos() [Internal]
14249
// - FindPlatformMonitorForRect() [Internal]
14250
// - UpdateViewportPlatformMonitor() [Internal]
14251
// - DestroyPlatformWindow() [Internal]
14252
// - DestroyPlatformWindows()
14253
//-----------------------------------------------------------------------------
14254
14255
ImGuiViewport* ImGui::GetMainViewport()
14256
115k
{
14257
115k
    ImGuiContext& g = *GImGui;
14258
115k
    return g.Viewports[0];
14259
115k
}
14260
14261
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14262
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14263
55.0k
{
14264
55.0k
    ImGuiContext& g = *GImGui;
14265
55.0k
    for (ImGuiViewportP* viewport : g.Viewports)
14266
55.0k
        if (viewport->ID == id)
14267
55.0k
            return viewport;
14268
0
    return NULL;
14269
55.0k
}
14270
14271
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14272
0
{
14273
0
    ImGuiContext& g = *GImGui;
14274
0
    for (ImGuiViewportP* viewport : g.Viewports)
14275
0
        if (viewport->PlatformHandle == platform_handle)
14276
0
            return viewport;
14277
0
    return NULL;
14278
0
}
14279
14280
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14281
230k
{
14282
230k
    ImGuiContext& g = *GImGui;
14283
230k
    (void)current_window;
14284
14285
230k
    if (viewport)
14286
175k
        viewport->LastFrameActive = g.FrameCount;
14287
230k
    if (g.CurrentViewport == viewport)
14288
120k
        return;
14289
110k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14290
110k
    g.CurrentViewport = viewport;
14291
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14292
14293
    // Notify platform layer of viewport changes
14294
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14295
110k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14296
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14297
110k
}
14298
14299
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14300
115k
{
14301
    // Abandon viewport
14302
115k
    if (window->ViewportOwned && window->Viewport->Window == window)
14303
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14304
14305
115k
    window->Viewport = viewport;
14306
115k
    window->ViewportId = viewport->ID;
14307
115k
    window->ViewportOwned = (viewport->Window == window);
14308
115k
}
14309
14310
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14311
0
{
14312
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14313
0
    ImGuiContext& g = *GImGui;
14314
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14315
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14316
0
            if (!window->DockIsActive)
14317
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14318
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14319
0
                        return true;
14320
0
    return false;
14321
0
}
14322
14323
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14324
0
{
14325
0
    ImGuiContext& g = *GImGui;
14326
0
    if (window->Viewport == viewport)
14327
0
        return false;
14328
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14329
0
        return false;
14330
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14331
0
        return false;
14332
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14333
0
        return false;
14334
0
    if (GetWindowAlwaysWantOwnViewport(window))
14335
0
        return false;
14336
14337
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14338
0
    for (ImGuiWindow* window_behind : g.Windows)
14339
0
    {
14340
0
        if (window_behind == window)
14341
0
            break;
14342
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14343
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14344
0
                return false;
14345
0
    }
14346
14347
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14348
0
    ImGuiViewportP* old_viewport = window->Viewport;
14349
0
    if (window->ViewportOwned)
14350
0
        for (int n = 0; n < g.Windows.Size; n++)
14351
0
            if (g.Windows[n]->Viewport == old_viewport)
14352
0
                SetWindowViewport(g.Windows[n], viewport);
14353
0
    SetWindowViewport(window, viewport);
14354
0
    BringWindowToDisplayFront(window);
14355
14356
0
    return true;
14357
0
}
14358
14359
// FIXME: handle 0 to N host viewports
14360
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14361
0
{
14362
0
    ImGuiContext& g = *GImGui;
14363
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14364
0
}
14365
14366
// Translate Dear ImGui windows when a Host Viewport has been moved
14367
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14368
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14369
0
{
14370
0
    ImGuiContext& g = *GImGui;
14371
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14372
14373
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14374
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14375
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14376
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14377
    // and so the window will appear to teleport when releasing the mouse.
14378
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14379
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14380
0
    ImVec2 delta_pos = new_pos - old_pos;
14381
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14382
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14383
0
            TranslateWindow(window, delta_pos);
14384
0
}
14385
14386
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14387
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14388
0
{
14389
0
    ImGuiContext& g = *GImGui;
14390
0
    if (viewport->Window)
14391
0
    {
14392
0
        ScaleWindow(viewport->Window, scale);
14393
0
    }
14394
0
    else
14395
0
    {
14396
0
        for (ImGuiWindow* window : g.Windows)
14397
0
            if (window->Viewport == viewport)
14398
0
                ScaleWindow(window, scale);
14399
0
    }
14400
0
}
14401
14402
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14403
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14404
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14405
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14406
0
{
14407
0
    ImGuiContext& g = *GImGui;
14408
0
    ImGuiViewportP* best_candidate = NULL;
14409
0
    for (ImGuiViewportP* viewport : g.Viewports)
14410
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14411
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14412
0
                best_candidate = viewport;
14413
0
    return best_candidate;
14414
0
}
14415
14416
// Update viewports and monitor infos
14417
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14418
static void ImGui::UpdateViewportsNewFrame()
14419
55.0k
{
14420
55.0k
    ImGuiContext& g = *GImGui;
14421
55.0k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14422
14423
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14424
    // Update Focused status
14425
55.0k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14426
55.0k
    if (viewports_enabled)
14427
0
    {
14428
0
        ImGuiViewportP* focused_viewport = NULL;
14429
0
        for (ImGuiViewportP* viewport : g.Viewports)
14430
0
        {
14431
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14432
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14433
0
            {
14434
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14435
0
                if (is_minimized)
14436
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14437
0
                else
14438
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14439
0
            }
14440
14441
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14442
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14443
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14444
0
            {
14445
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14446
0
                if (is_focused)
14447
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14448
0
                else
14449
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14450
0
                if (is_focused)
14451
0
                    focused_viewport = viewport;
14452
0
            }
14453
0
        }
14454
14455
        // Focused viewport has changed?
14456
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14457
0
        {
14458
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14459
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14460
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14461
14462
            // Store a tag so we can infer z-order easily from all our windows
14463
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14464
            // will keep the front most stamp instead of losing it back to their parent viewport.
14465
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14466
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14467
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14468
14469
            // Focus associated dear imgui window
14470
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14471
            // - if focus didn't happen because we destroyed another window (#6462)
14472
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14473
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14474
0
            if (apply_imgui_focus_on_focused_viewport)
14475
0
            {
14476
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14477
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14478
0
                if (focused_viewport->Window != NULL)
14479
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14480
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14481
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14482
0
                else
14483
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14484
0
            }
14485
0
        }
14486
0
        if (focused_viewport)
14487
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14488
0
    }
14489
14490
    // Create/update main viewport with current platform position.
14491
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14492
55.0k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14493
55.0k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14494
55.0k
    IM_ASSERT(main_viewport->Window == NULL);
14495
55.0k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14496
55.0k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14497
55.0k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14498
0
    {
14499
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14500
0
        main_viewport_size = main_viewport->Size;
14501
0
    }
14502
55.0k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14503
14504
55.0k
    g.CurrentDpiScale = 0.0f;
14505
55.0k
    g.CurrentViewport = NULL;
14506
55.0k
    g.MouseViewport = NULL;
14507
110k
    for (int n = 0; n < g.Viewports.Size; n++)
14508
55.0k
    {
14509
55.0k
        ImGuiViewportP* viewport = g.Viewports[n];
14510
55.0k
        viewport->Idx = n;
14511
14512
        // Erase unused viewports
14513
55.0k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14514
0
        {
14515
0
            DestroyViewport(viewport);
14516
0
            n--;
14517
0
            continue;
14518
0
        }
14519
14520
55.0k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14521
55.0k
        if (viewports_enabled)
14522
0
        {
14523
            // Update Position and Size (from Platform Window to ImGui) if requested.
14524
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14525
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14526
0
            {
14527
                // Viewport->WorkPos and WorkSize will be updated below
14528
0
                if (viewport->PlatformRequestMove)
14529
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14530
0
                if (viewport->PlatformRequestResize)
14531
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14532
0
            }
14533
0
        }
14534
14535
        // Update/copy monitor info
14536
55.0k
        UpdateViewportPlatformMonitor(viewport);
14537
14538
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14539
55.0k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14540
55.0k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14541
55.0k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14542
55.0k
        viewport->UpdateWorkRect();
14543
14544
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14545
55.0k
        viewport->Alpha = 1.0f;
14546
14547
        // Translate Dear ImGui windows when a Host Viewport has been moved
14548
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14549
55.0k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14550
55.0k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14551
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14552
14553
        // Update DPI scale
14554
55.0k
        float new_dpi_scale;
14555
55.0k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14556
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14557
55.0k
        else if (viewport->PlatformMonitor != -1)
14558
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14559
55.0k
        else
14560
55.0k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14561
55.0k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14562
0
        {
14563
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14564
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14565
0
                ScaleWindowsInViewport(viewport, scale_factor);
14566
            //if (viewport == GetMainViewport())
14567
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14568
14569
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14570
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14571
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14572
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14573
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14574
0
        }
14575
55.0k
        viewport->DpiScale = new_dpi_scale;
14576
55.0k
    }
14577
14578
    // Update fallback monitor
14579
55.0k
    if (g.PlatformIO.Monitors.Size == 0)
14580
55.0k
    {
14581
55.0k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14582
55.0k
        monitor->MainPos = main_viewport->Pos;
14583
55.0k
        monitor->MainSize = main_viewport->Size;
14584
55.0k
        monitor->WorkPos = main_viewport->WorkPos;
14585
55.0k
        monitor->WorkSize = main_viewport->WorkSize;
14586
55.0k
        monitor->DpiScale = main_viewport->DpiScale;
14587
55.0k
    }
14588
14589
55.0k
    if (!viewports_enabled)
14590
55.0k
    {
14591
55.0k
        g.MouseViewport = main_viewport;
14592
55.0k
        return;
14593
55.0k
    }
14594
14595
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14596
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14597
0
    ImGuiViewportP* viewport_hovered = NULL;
14598
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14599
0
    {
14600
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14601
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14602
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14603
0
    }
14604
0
    else
14605
0
    {
14606
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14607
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14608
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14609
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14610
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14611
0
    }
14612
0
    if (viewport_hovered != NULL)
14613
0
        g.MouseLastHoveredViewport = viewport_hovered;
14614
0
    else if (g.MouseLastHoveredViewport == NULL)
14615
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14616
14617
    // Update mouse reference viewport
14618
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14619
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14620
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14621
0
        g.MouseViewport = g.MovingWindow->Viewport;
14622
0
    else
14623
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14624
14625
    // When dragging something, always refer to the last hovered viewport.
14626
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14627
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14628
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14629
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14630
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14631
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14632
0
        viewport_hovered = g.MouseLastHoveredViewport;
14633
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14634
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14635
0
            g.MouseViewport = viewport_hovered;
14636
14637
0
    IM_ASSERT(g.MouseViewport != NULL);
14638
0
}
14639
14640
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14641
static void ImGui::UpdateViewportsEndFrame()
14642
55.0k
{
14643
55.0k
    ImGuiContext& g = *GImGui;
14644
55.0k
    g.PlatformIO.Viewports.resize(0);
14645
110k
    for (int i = 0; i < g.Viewports.Size; i++)
14646
55.0k
    {
14647
55.0k
        ImGuiViewportP* viewport = g.Viewports[i];
14648
55.0k
        viewport->LastPos = viewport->Pos;
14649
55.0k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14650
0
            if (i > 0) // Always include main viewport in the list
14651
0
                continue;
14652
55.0k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14653
0
            continue;
14654
55.0k
        if (i > 0)
14655
55.0k
            IM_ASSERT(viewport->Window != NULL);
14656
55.0k
        g.PlatformIO.Viewports.push_back(viewport);
14657
55.0k
    }
14658
55.0k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14659
55.0k
}
14660
14661
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14662
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14663
55.0k
{
14664
55.0k
    ImGuiContext& g = *GImGui;
14665
55.0k
    IM_ASSERT(id != 0);
14666
14667
55.0k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14668
55.0k
    if (window != NULL)
14669
0
    {
14670
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14671
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14672
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14673
0
            flags |= ImGuiViewportFlags_NoInputs;
14674
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14675
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14676
0
    }
14677
14678
55.0k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14679
55.0k
    if (viewport)
14680
55.0k
    {
14681
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14682
55.0k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14683
55.0k
            viewport->Pos = pos;
14684
55.0k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14685
55.0k
            viewport->Size = size;
14686
55.0k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14687
55.0k
    }
14688
0
    else
14689
0
    {
14690
        // New viewport
14691
0
        viewport = IM_NEW(ImGuiViewportP)();
14692
0
        viewport->ID = id;
14693
0
        viewport->Idx = g.Viewports.Size;
14694
0
        viewport->Pos = viewport->LastPos = pos;
14695
0
        viewport->Size = size;
14696
0
        viewport->Flags = flags;
14697
0
        UpdateViewportPlatformMonitor(viewport);
14698
0
        g.Viewports.push_back(viewport);
14699
0
        g.ViewportCreatedCount++;
14700
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14701
14702
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14703
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14704
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14705
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14706
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14707
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14708
14709
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14710
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14711
0
        if (viewport->PlatformMonitor != -1)
14712
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14713
0
    }
14714
14715
55.0k
    viewport->Window = window;
14716
55.0k
    viewport->LastFrameActive = g.FrameCount;
14717
55.0k
    viewport->UpdateWorkRect();
14718
55.0k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14719
14720
55.0k
    if (window != NULL)
14721
0
        window->ViewportOwned = true;
14722
14723
55.0k
    return viewport;
14724
55.0k
}
14725
14726
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14727
0
{
14728
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14729
0
    ImGuiContext& g = *GImGui;
14730
0
    for (ImGuiWindow* window : g.Windows)
14731
0
    {
14732
0
        if (window->Viewport != viewport)
14733
0
            continue;
14734
0
        window->Viewport = NULL;
14735
0
        window->ViewportOwned = false;
14736
0
    }
14737
0
    if (viewport == g.MouseLastHoveredViewport)
14738
0
        g.MouseLastHoveredViewport = NULL;
14739
14740
    // Destroy
14741
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14742
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14743
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14744
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14745
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14746
0
    IM_DELETE(viewport);
14747
0
}
14748
14749
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14750
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14751
115k
{
14752
115k
    ImGuiContext& g = *GImGui;
14753
115k
    ImGuiWindowFlags flags = window->Flags;
14754
115k
    window->ViewportAllowPlatformMonitorExtend = -1;
14755
14756
    // Restore main viewport if multi-viewport is not supported by the backend
14757
115k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14758
115k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14759
115k
    {
14760
115k
        SetWindowViewport(window, main_viewport);
14761
115k
        return;
14762
115k
    }
14763
0
    window->ViewportOwned = false;
14764
14765
    // Appearing popups reset their viewport so they can inherit again
14766
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14767
0
    {
14768
0
        window->Viewport = NULL;
14769
0
        window->ViewportId = 0;
14770
0
    }
14771
14772
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14773
0
    {
14774
        // By default inherit from parent window
14775
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14776
0
            window->Viewport = window->ParentWindow->Viewport;
14777
14778
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14779
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14780
0
        {
14781
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14782
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14783
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14784
0
        }
14785
0
    }
14786
14787
0
    bool lock_viewport = false;
14788
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14789
0
    {
14790
        // Code explicitly request a viewport
14791
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14792
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14793
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14794
0
        {
14795
0
            window->Viewport->Window = window;
14796
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14797
0
        }
14798
0
        lock_viewport = true;
14799
0
    }
14800
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14801
0
    {
14802
        // Always inherit viewport from parent window
14803
0
        if (window->DockNode && window->DockNode->HostWindow)
14804
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14805
0
        window->Viewport = window->ParentWindow->Viewport;
14806
0
    }
14807
0
    else if (window->DockNode && window->DockNode->HostWindow)
14808
0
    {
14809
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14810
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14811
0
    }
14812
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14813
0
    {
14814
0
        window->Viewport = g.MouseViewport;
14815
0
    }
14816
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14817
0
    {
14818
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14819
0
    }
14820
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14821
0
    {
14822
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14823
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14824
0
    }
14825
0
    else
14826
0
    {
14827
        // Merge into host viewport?
14828
        // We cannot test window->ViewportOwned as it set lower in the function.
14829
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14830
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14831
0
        if (try_to_merge_into_host_viewport)
14832
0
            UpdateTryMergeWindowIntoHostViewports(window);
14833
0
    }
14834
14835
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14836
0
    if (window->Viewport == NULL)
14837
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14838
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14839
14840
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14841
0
    if (!lock_viewport)
14842
0
    {
14843
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14844
0
        {
14845
            // We need to take account of the possibility that mouse may become invalid.
14846
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14847
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14848
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14849
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14850
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14851
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14852
0
            else
14853
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14854
0
        }
14855
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14856
0
        {
14857
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14858
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14859
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14860
0
            {
14861
                // Steal/transfer ownership
14862
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14863
0
                window->Viewport->Window = window;
14864
0
                window->Viewport->ID = window->ID;
14865
0
                window->Viewport->LastNameHash = 0;
14866
0
            }
14867
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14868
0
            {
14869
                // New viewport
14870
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14871
0
            }
14872
0
        }
14873
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14874
0
        {
14875
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14876
            // Child windows are kept contained within their parent.
14877
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14878
0
        }
14879
0
    }
14880
14881
    // Update flags
14882
0
    window->ViewportOwned = (window == window->Viewport->Window);
14883
0
    window->ViewportId = window->Viewport->ID;
14884
14885
    // If the OS window has a title bar, hide our imgui title bar
14886
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14887
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14888
0
}
14889
14890
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14891
0
{
14892
0
    ImGuiContext& g = *GImGui;
14893
14894
0
    bool viewport_rect_changed = false;
14895
14896
    // Synchronize window --> viewport in most situations
14897
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14898
0
    if (window->Viewport->PlatformRequestMove)
14899
0
    {
14900
0
        window->Pos = window->Viewport->Pos;
14901
0
        MarkIniSettingsDirty(window);
14902
0
    }
14903
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14904
0
    {
14905
0
        viewport_rect_changed = true;
14906
0
        window->Viewport->Pos = window->Pos;
14907
0
    }
14908
14909
0
    if (window->Viewport->PlatformRequestResize)
14910
0
    {
14911
0
        window->Size = window->SizeFull = window->Viewport->Size;
14912
0
        MarkIniSettingsDirty(window);
14913
0
    }
14914
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14915
0
    {
14916
0
        viewport_rect_changed = true;
14917
0
        window->Viewport->Size = window->Size;
14918
0
    }
14919
0
    window->Viewport->UpdateWorkRect();
14920
14921
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14922
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14923
0
    if (viewport_rect_changed)
14924
0
        UpdateViewportPlatformMonitor(window->Viewport);
14925
14926
    // Update common viewport flags
14927
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14928
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14929
0
    ImGuiWindowFlags window_flags = window->Flags;
14930
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14931
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14932
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14933
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14934
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14935
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14936
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14937
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14938
14939
    // Not correct to set modal as topmost because:
14940
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14941
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14942
    //if (flags & ImGuiWindowFlags_Modal)
14943
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14944
14945
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14946
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14947
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14948
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14949
0
    if (is_short_lived_floating_window && !is_modal)
14950
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14951
14952
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14953
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14954
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14955
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14956
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14957
14958
    // We can also tell the backend that clearing the platform window won't be necessary,
14959
    // as our window background is filling the viewport and we have disabled BgAlpha.
14960
    // FIXME: Work on support for per-viewport transparency (#2766)
14961
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14962
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14963
14964
0
    window->Viewport->Flags = viewport_flags;
14965
14966
    // Update parent viewport ID
14967
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14968
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14969
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14970
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14971
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14972
0
    else
14973
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14974
0
}
14975
14976
// Called by user at the end of the main loop, after EndFrame()
14977
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14978
void ImGui::UpdatePlatformWindows()
14979
0
{
14980
0
    ImGuiContext& g = *GImGui;
14981
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14982
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14983
0
    g.FrameCountPlatformEnded = g.FrameCount;
14984
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14985
0
        return;
14986
14987
    // Create/resize/destroy platform windows to match each active viewport.
14988
    // Skip the main viewport (index 0), which is always fully handled by the application!
14989
0
    for (int i = 1; i < g.Viewports.Size; i++)
14990
0
    {
14991
0
        ImGuiViewportP* viewport = g.Viewports[i];
14992
14993
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14994
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14995
0
        bool destroy_platform_window = false;
14996
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14997
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14998
0
        if (destroy_platform_window)
14999
0
        {
15000
0
            DestroyPlatformWindow(viewport);
15001
0
            continue;
15002
0
        }
15003
15004
        // New windows that appears directly in a new viewport won't always have a size on their first frame
15005
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
15006
0
            continue;
15007
15008
        // Create window
15009
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15010
0
        if (is_new_platform_window)
15011
0
        {
15012
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15013
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15014
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15015
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15016
0
            g.PlatformWindowsCreatedCount++;
15017
0
            viewport->LastNameHash = 0;
15018
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15019
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15020
0
            viewport->PlatformWindowCreated = true;
15021
0
        }
15022
15023
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15024
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15025
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15026
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15027
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15028
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15029
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15030
0
        viewport->LastPlatformPos = viewport->Pos;
15031
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15032
15033
        // Update title bar (if it changed)
15034
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15035
0
        {
15036
0
            const char* title_begin = window_for_title->Name;
15037
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15038
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15039
0
            if (viewport->LastNameHash != title_hash)
15040
0
            {
15041
0
                char title_end_backup_c = *title_end;
15042
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15043
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15044
0
                *title_end = title_end_backup_c;
15045
0
                viewport->LastNameHash = title_hash;
15046
0
            }
15047
0
        }
15048
15049
        // Update alpha (if it changed)
15050
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15051
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15052
0
        viewport->LastAlpha = viewport->Alpha;
15053
15054
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15055
0
        if (g.PlatformIO.Platform_UpdateWindow)
15056
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15057
15058
0
        if (is_new_platform_window)
15059
0
        {
15060
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15061
0
            if (g.FrameCount < 3)
15062
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15063
15064
            // Show window
15065
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15066
15067
            // Even without focus, we assume the window becomes front-most.
15068
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15069
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15070
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15071
0
        }
15072
15073
        // Clear request flags
15074
0
        viewport->ClearRequestFlags();
15075
0
    }
15076
0
}
15077
15078
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15079
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15080
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15081
//
15082
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15083
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15084
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15085
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15086
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15087
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15088
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15089
//
15090
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15091
0
{
15092
    // Skip the main viewport (index 0), which is always fully handled by the application!
15093
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15094
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15095
0
    {
15096
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15097
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15098
0
            continue;
15099
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15100
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15101
0
    }
15102
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15103
0
    {
15104
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15105
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15106
0
            continue;
15107
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15108
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15109
0
    }
15110
0
}
15111
15112
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15113
0
{
15114
0
    ImGuiContext& g = *GImGui;
15115
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15116
0
    {
15117
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15118
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15119
0
            return monitor_n;
15120
0
    }
15121
0
    return -1;
15122
0
}
15123
15124
// Search for the monitor with the largest intersection area with the given rectangle
15125
// We generally try to avoid searching loops but the monitor count should be very small here
15126
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15127
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15128
55.0k
{
15129
55.0k
    ImGuiContext& g = *GImGui;
15130
15131
55.0k
    const int monitor_count = g.PlatformIO.Monitors.Size;
15132
55.0k
    if (monitor_count <= 1)
15133
55.0k
        return monitor_count - 1;
15134
15135
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15136
    // This is necessary for tooltips which always resize down to zero at first.
15137
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15138
0
    int best_monitor_n = -1;
15139
0
    float best_monitor_surface = 0.001f;
15140
15141
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15142
0
    {
15143
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15144
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15145
0
        if (monitor_rect.Contains(rect))
15146
0
            return monitor_n;
15147
0
        ImRect overlapping_rect = rect;
15148
0
        overlapping_rect.ClipWithFull(monitor_rect);
15149
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15150
0
        if (overlapping_surface < best_monitor_surface)
15151
0
            continue;
15152
0
        best_monitor_surface = overlapping_surface;
15153
0
        best_monitor_n = monitor_n;
15154
0
    }
15155
0
    return best_monitor_n;
15156
0
}
15157
15158
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15159
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15160
55.0k
{
15161
55.0k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15162
55.0k
}
15163
15164
// Return value is always != NULL, but don't hold on it across frames.
15165
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15166
0
{
15167
0
    ImGuiContext& g = *GImGui;
15168
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15169
0
    int monitor_idx = viewport->PlatformMonitor;
15170
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15171
0
        return &g.PlatformIO.Monitors[monitor_idx];
15172
0
    return &g.FallbackMonitor;
15173
0
}
15174
15175
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15176
0
{
15177
0
    ImGuiContext& g = *GImGui;
15178
0
    if (viewport->PlatformWindowCreated)
15179
0
    {
15180
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15181
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15182
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15183
0
        if (g.PlatformIO.Platform_DestroyWindow)
15184
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15185
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15186
15187
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15188
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15189
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15190
0
            viewport->PlatformWindowCreated = false;
15191
0
    }
15192
0
    else
15193
0
    {
15194
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15195
0
    }
15196
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15197
0
    viewport->ClearRequestFlags();
15198
0
}
15199
15200
void ImGui::DestroyPlatformWindows()
15201
0
{
15202
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15203
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15204
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15205
    // code to operator a consistent manner.
15206
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15207
    // crashing if it doesn't have data stored.
15208
0
    ImGuiContext& g = *GImGui;
15209
0
    for (ImGuiViewportP* viewport : g.Viewports)
15210
0
        DestroyPlatformWindow(viewport);
15211
0
}
15212
15213
15214
//-----------------------------------------------------------------------------
15215
// [SECTION] DOCKING
15216
//-----------------------------------------------------------------------------
15217
// Docking: Internal Types
15218
// Docking: Forward Declarations
15219
// Docking: ImGuiDockContext
15220
// Docking: ImGuiDockContext Docking/Undocking functions
15221
// Docking: ImGuiDockNode
15222
// Docking: ImGuiDockNode Tree manipulation functions
15223
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15224
// Docking: Builder Functions
15225
// Docking: Begin/End Support Functions (called from Begin/End)
15226
// Docking: Settings
15227
//-----------------------------------------------------------------------------
15228
15229
//-----------------------------------------------------------------------------
15230
// Typical Docking call flow: (root level is generally public API):
15231
//-----------------------------------------------------------------------------
15232
// - NewFrame()                               new dear imgui frame
15233
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15234
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15235
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15236
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15237
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15238
//    | - DockContextProcessDock()            - process one docking request
15239
//    | - DockNodeUpdate()
15240
//    |   - DockNodeUpdateForRootNode()
15241
//    |     - DockNodeUpdateFlagsAndCollapse()
15242
//    |     - DockNodeFindInfo()
15243
//    |   - destroy unused node or tab bar
15244
//    |   - create dock node host window
15245
//    |      - Begin() etc.
15246
//    |   - DockNodeStartMouseMovingWindow()
15247
//    |   - DockNodeTreeUpdatePosSize()
15248
//    |   - DockNodeTreeUpdateSplitter()
15249
//    |   - draw node background
15250
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15251
//    |     - DockNodeAddTabBar()
15252
//    |     - DockNodeWindowMenuUpdate()
15253
//    |     - DockNodeCalcTabBarLayout()
15254
//    |     - BeginTabBarEx()
15255
//    |     - TabItemEx() calls
15256
//    |     - EndTabBar()
15257
//    |   - BeginDockableDragDropTarget()
15258
//    |      - DockNodeUpdate()               - recurse into child nodes...
15259
//-----------------------------------------------------------------------------
15260
// - DockSpace()                              user submit a dockspace into a window
15261
//    | Begin(Child)                          - create a child window
15262
//    | DockNodeUpdate()                      - call main dock node update function
15263
//    | End(Child)
15264
//    | ItemSize()
15265
//-----------------------------------------------------------------------------
15266
// - Begin()
15267
//    | BeginDocked()
15268
//    | BeginDockableDragDropSource()
15269
//    | BeginDockableDragDropTarget()
15270
//    | - DockNodePreviewDockRender()
15271
//-----------------------------------------------------------------------------
15272
// - EndFrame()
15273
//    | DockContextEndFrame()
15274
//-----------------------------------------------------------------------------
15275
15276
//-----------------------------------------------------------------------------
15277
// Docking: Internal Types
15278
//-----------------------------------------------------------------------------
15279
// - ImGuiDockRequestType
15280
// - ImGuiDockRequest
15281
// - ImGuiDockPreviewData
15282
// - ImGuiDockNodeSettings
15283
// - ImGuiDockContext
15284
//-----------------------------------------------------------------------------
15285
15286
enum ImGuiDockRequestType
15287
{
15288
    ImGuiDockRequestType_None = 0,
15289
    ImGuiDockRequestType_Dock,
15290
    ImGuiDockRequestType_Undock,
15291
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15292
};
15293
15294
struct ImGuiDockRequest
15295
{
15296
    ImGuiDockRequestType    Type;
15297
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15298
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15299
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15300
    ImGuiDir                DockSplitDir;
15301
    float                   DockSplitRatio;
15302
    bool                    DockSplitOuter;
15303
    ImGuiWindow*            UndockTargetWindow;
15304
    ImGuiDockNode*          UndockTargetNode;
15305
15306
    ImGuiDockRequest()
15307
0
    {
15308
0
        Type = ImGuiDockRequestType_None;
15309
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15310
0
        DockTargetNode = UndockTargetNode = NULL;
15311
0
        DockSplitDir = ImGuiDir_None;
15312
0
        DockSplitRatio = 0.5f;
15313
0
        DockSplitOuter = false;
15314
0
    }
15315
};
15316
15317
struct ImGuiDockPreviewData
15318
{
15319
    ImGuiDockNode   FutureNode;
15320
    bool            IsDropAllowed;
15321
    bool            IsCenterAvailable;
15322
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15323
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15324
    ImGuiDockNode*  SplitNode;
15325
    ImGuiDir        SplitDir;
15326
    float           SplitRatio;
15327
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15328
15329
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15330
};
15331
15332
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15333
struct ImGuiDockNodeSettings
15334
{
15335
    ImGuiID             ID;
15336
    ImGuiID             ParentNodeId;
15337
    ImGuiID             ParentWindowId;
15338
    ImGuiID             SelectedTabId;
15339
    signed char         SplitAxis;
15340
    char                Depth;
15341
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15342
    ImVec2ih            Pos;
15343
    ImVec2ih            Size;
15344
    ImVec2ih            SizeRef;
15345
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15346
};
15347
15348
//-----------------------------------------------------------------------------
15349
// Docking: Forward Declarations
15350
//-----------------------------------------------------------------------------
15351
15352
namespace ImGui
15353
{
15354
    // ImGuiDockContext
15355
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15356
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15357
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15358
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15359
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15360
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15361
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15362
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15363
15364
    // ImGuiDockNode
15365
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15366
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15367
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15368
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15369
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15370
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15371
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15372
    static void             DockNodeUpdate(ImGuiDockNode* node);
15373
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15374
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15375
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15376
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15377
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15378
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15379
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15380
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15381
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15382
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15383
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15384
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15385
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15386
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15387
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15388
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15389
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15390
15391
    // ImGuiDockNode tree manipulations
15392
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15393
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15394
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15395
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15396
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15397
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15398
15399
    // Settings
15400
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15401
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15402
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15403
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15404
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15405
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15406
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15407
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15408
}
15409
15410
//-----------------------------------------------------------------------------
15411
// Docking: ImGuiDockContext
15412
//-----------------------------------------------------------------------------
15413
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15414
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15415
// At boot time only, we run a simple GC to remove nodes that have no references.
15416
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15417
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15418
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15419
//-----------------------------------------------------------------------------
15420
// - DockContextInitialize()
15421
// - DockContextShutdown()
15422
// - DockContextClearNodes()
15423
// - DockContextRebuildNodes()
15424
// - DockContextNewFrameUpdateUndocking()
15425
// - DockContextNewFrameUpdateDocking()
15426
// - DockContextEndFrame()
15427
// - DockContextFindNodeByID()
15428
// - DockContextBindNodeToWindow()
15429
// - DockContextGenNodeID()
15430
// - DockContextAddNode()
15431
// - DockContextRemoveNode()
15432
// - ImGuiDockContextPruneNodeData
15433
// - DockContextPruneUnusedSettingsNodes()
15434
// - DockContextBuildNodesFromSettings()
15435
// - DockContextBuildAddWindowsToNodes()
15436
//-----------------------------------------------------------------------------
15437
15438
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15439
1
{
15440
1
    ImGuiContext& g = *ctx;
15441
15442
    // Add .ini handle for persistent docking data
15443
1
    ImGuiSettingsHandler ini_handler;
15444
1
    ini_handler.TypeName = "Docking";
15445
1
    ini_handler.TypeHash = ImHashStr("Docking");
15446
1
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15447
1
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15448
1
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15449
1
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15450
1
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15451
1
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15452
1
    g.SettingsHandlers.push_back(ini_handler);
15453
15454
1
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15455
1
}
15456
15457
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15458
0
{
15459
0
    ImGuiDockContext* dc = &ctx->DockContext;
15460
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15461
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15462
0
            IM_DELETE(node);
15463
0
}
15464
15465
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15466
0
{
15467
0
    IM_UNUSED(ctx);
15468
0
    IM_ASSERT(ctx == GImGui);
15469
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15470
0
    DockBuilderRemoveNodeChildNodes(root_id);
15471
0
}
15472
15473
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15474
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15475
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15476
0
{
15477
0
    ImGuiContext& g = *ctx;
15478
0
    ImGuiDockContext* dc = &ctx->DockContext;
15479
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15480
0
    SaveIniSettingsToMemory();
15481
0
    ImGuiID root_id = 0; // Rebuild all
15482
0
    DockContextClearNodes(ctx, root_id, false);
15483
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15484
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15485
0
}
15486
15487
// Docking context update function, called by NewFrame()
15488
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15489
55.0k
{
15490
55.0k
    ImGuiContext& g = *ctx;
15491
55.0k
    ImGuiDockContext* dc = &ctx->DockContext;
15492
55.0k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15493
0
    {
15494
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15495
0
            DockContextClearNodes(ctx, 0, true);
15496
0
        return;
15497
0
    }
15498
15499
    // Setting NoSplit at runtime merges all nodes
15500
55.0k
    if (g.IO.ConfigDockingNoSplit)
15501
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15502
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15503
0
                if (node->IsRootNode() && node->IsSplitNode())
15504
0
                {
15505
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15506
                    //dc->WantFullRebuild = true;
15507
0
                }
15508
15509
    // Process full rebuild
15510
#if 0
15511
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15512
        dc->WantFullRebuild = true;
15513
#endif
15514
55.0k
    if (dc->WantFullRebuild)
15515
0
    {
15516
0
        DockContextRebuildNodes(ctx);
15517
0
        dc->WantFullRebuild = false;
15518
0
    }
15519
15520
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15521
55.0k
    for (ImGuiDockRequest& req : dc->Requests)
15522
0
    {
15523
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15524
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15525
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15526
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15527
0
    }
15528
55.0k
}
15529
15530
// Docking context update function, called by NewFrame()
15531
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15532
55.0k
{
15533
55.0k
    ImGuiContext& g = *ctx;
15534
55.0k
    ImGuiDockContext* dc = &ctx->DockContext;
15535
55.0k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15536
0
        return;
15537
15538
    // [DEBUG] Store hovered dock node.
15539
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15540
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15541
55.0k
    g.DebugHoveredDockNode = NULL;
15542
55.0k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15543
686
    {
15544
686
        if (hovered_window->DockNodeAsHost)
15545
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15546
686
        else if (hovered_window->RootWindow->DockNode)
15547
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15548
686
    }
15549
15550
    // Process Docking requests
15551
55.0k
    for (ImGuiDockRequest& req : dc->Requests)
15552
0
        if (req.Type == ImGuiDockRequestType_Dock)
15553
0
            DockContextProcessDock(ctx, &req);
15554
55.0k
    dc->Requests.resize(0);
15555
15556
    // Create windows for each automatic docking nodes
15557
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15558
55.0k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15559
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15560
0
            if (node->IsFloatingNode())
15561
0
                DockNodeUpdate(node);
15562
55.0k
}
15563
15564
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15565
55.0k
{
15566
    // Draw backgrounds of node missing their window
15567
55.0k
    ImGuiContext& g = *ctx;
15568
55.0k
    ImGuiDockContext* dc = &g.DockContext;
15569
55.0k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15570
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15571
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15572
0
            {
15573
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15574
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15575
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15576
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15577
0
            }
15578
55.0k
}
15579
15580
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15581
0
{
15582
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15583
0
}
15584
15585
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15586
0
{
15587
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15588
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15589
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15590
0
    ImGuiID id = 0x0001;
15591
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15592
0
        id++;
15593
0
    return id;
15594
0
}
15595
15596
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15597
0
{
15598
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15599
0
    ImGuiContext& g = *ctx;
15600
0
    if (id == 0)
15601
0
        id = DockContextGenNodeID(ctx);
15602
0
    else
15603
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15604
15605
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15606
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15607
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15608
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15609
0
    return node;
15610
0
}
15611
15612
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15613
0
{
15614
0
    ImGuiContext& g = *ctx;
15615
0
    ImGuiDockContext* dc = &ctx->DockContext;
15616
15617
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15618
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15619
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15620
0
    IM_ASSERT(node->Windows.Size == 0);
15621
15622
0
    if (node->HostWindow)
15623
0
        node->HostWindow->DockNodeAsHost = NULL;
15624
15625
0
    ImGuiDockNode* parent_node = node->ParentNode;
15626
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15627
0
    if (merge)
15628
0
    {
15629
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15630
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15631
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15632
0
    }
15633
0
    else
15634
0
    {
15635
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15636
0
            if (parent_node->ChildNodes[n] == node)
15637
0
                node->ParentNode->ChildNodes[n] = NULL;
15638
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15639
0
        IM_DELETE(node);
15640
0
    }
15641
0
}
15642
15643
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15644
0
{
15645
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15646
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15647
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15648
0
}
15649
15650
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15651
struct ImGuiDockContextPruneNodeData
15652
{
15653
    int         CountWindows, CountChildWindows, CountChildNodes;
15654
    ImGuiID     RootId;
15655
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15656
};
15657
15658
// Garbage collect unused nodes (run once at init time)
15659
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15660
0
{
15661
0
    ImGuiContext& g = *ctx;
15662
0
    ImGuiDockContext* dc = &ctx->DockContext;
15663
0
    IM_ASSERT(g.Windows.Size == 0);
15664
15665
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15666
0
    pool.Reserve(dc->NodesSettings.Size);
15667
15668
    // Count child nodes and compute RootID
15669
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15670
0
    {
15671
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15672
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15673
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15674
0
        if (settings->ParentNodeId)
15675
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15676
0
    }
15677
15678
    // Count reference to dock ids from dockspaces
15679
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15680
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15681
0
    {
15682
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15683
0
        if (settings->ParentWindowId != 0)
15684
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15685
0
                if (window_settings->DockId)
15686
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15687
0
                        data->CountChildNodes++;
15688
0
    }
15689
15690
    // Count reference to dock ids from window settings
15691
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15692
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15693
0
        if (ImGuiID dock_id = settings->DockId)
15694
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15695
0
            {
15696
0
                data->CountWindows++;
15697
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15698
0
                    data_root->CountChildWindows++;
15699
0
            }
15700
15701
    // Prune
15702
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15703
0
    {
15704
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15705
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15706
0
        if (data->CountWindows > 1)
15707
0
            continue;
15708
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15709
15710
0
        bool remove = false;
15711
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15712
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15713
0
        remove |= (data_root->CountChildWindows == 0);
15714
0
        if (remove)
15715
0
        {
15716
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15717
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15718
0
            settings->ID = 0;
15719
0
        }
15720
0
    }
15721
0
}
15722
15723
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15724
0
{
15725
    // Build nodes
15726
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15727
0
    {
15728
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15729
0
        if (settings->ID == 0)
15730
0
            continue;
15731
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15732
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15733
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15734
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15735
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15736
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15737
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15738
0
            node->ParentNode->ChildNodes[0] = node;
15739
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15740
0
            node->ParentNode->ChildNodes[1] = node;
15741
0
        node->SelectedTabId = settings->SelectedTabId;
15742
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15743
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15744
15745
        // Bind host window immediately if it already exist (in case of a rebuild)
15746
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15747
0
        char host_window_title[20];
15748
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15749
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15750
0
    }
15751
0
}
15752
15753
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15754
0
{
15755
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15756
0
    ImGuiContext& g = *ctx;
15757
0
    for (ImGuiWindow* window : g.Windows)
15758
0
    {
15759
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15760
0
            continue;
15761
0
        if (window->DockNode != NULL)
15762
0
            continue;
15763
15764
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15765
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15766
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15767
0
            DockNodeAddWindow(node, window, true);
15768
0
    }
15769
0
}
15770
15771
//-----------------------------------------------------------------------------
15772
// Docking: ImGuiDockContext Docking/Undocking functions
15773
//-----------------------------------------------------------------------------
15774
// - DockContextQueueDock()
15775
// - DockContextQueueUndockWindow()
15776
// - DockContextQueueUndockNode()
15777
// - DockContextQueueNotifyRemovedNode()
15778
// - DockContextProcessDock()
15779
// - DockContextProcessUndockWindow()
15780
// - DockContextProcessUndockNode()
15781
// - DockContextCalcDropPosForDocking()
15782
//-----------------------------------------------------------------------------
15783
15784
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15785
0
{
15786
0
    IM_ASSERT(target != payload);
15787
0
    ImGuiDockRequest req;
15788
0
    req.Type = ImGuiDockRequestType_Dock;
15789
0
    req.DockTargetWindow = target;
15790
0
    req.DockTargetNode = target_node;
15791
0
    req.DockPayload = payload;
15792
0
    req.DockSplitDir = split_dir;
15793
0
    req.DockSplitRatio = split_ratio;
15794
0
    req.DockSplitOuter = split_outer;
15795
0
    ctx->DockContext.Requests.push_back(req);
15796
0
}
15797
15798
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15799
0
{
15800
0
    ImGuiDockRequest req;
15801
0
    req.Type = ImGuiDockRequestType_Undock;
15802
0
    req.UndockTargetWindow = window;
15803
0
    ctx->DockContext.Requests.push_back(req);
15804
0
}
15805
15806
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15807
0
{
15808
0
    ImGuiDockRequest req;
15809
0
    req.Type = ImGuiDockRequestType_Undock;
15810
0
    req.UndockTargetNode = node;
15811
0
    ctx->DockContext.Requests.push_back(req);
15812
0
}
15813
15814
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15815
0
{
15816
0
    ImGuiDockContext* dc = &ctx->DockContext;
15817
0
    for (ImGuiDockRequest& req : dc->Requests)
15818
0
        if (req.DockTargetNode == node)
15819
0
            req.Type = ImGuiDockRequestType_None;
15820
0
}
15821
15822
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15823
0
{
15824
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15825
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15826
15827
0
    ImGuiContext& g = *ctx;
15828
0
    IM_UNUSED(g);
15829
15830
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15831
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15832
0
    ImGuiDockNode* node = req->DockTargetNode;
15833
0
    if (payload_window)
15834
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15835
0
    else
15836
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15837
15838
    // Decide which Tab will be selected at the end of the operation
15839
0
    ImGuiID next_selected_id = 0;
15840
0
    ImGuiDockNode* payload_node = NULL;
15841
0
    if (payload_window)
15842
0
    {
15843
0
        payload_node = payload_window->DockNodeAsHost;
15844
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15845
0
        if (payload_node && payload_node->IsLeafNode())
15846
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15847
0
        if (payload_node == NULL)
15848
0
            next_selected_id = payload_window->TabId;
15849
0
    }
15850
15851
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15852
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15853
0
    if (node)
15854
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15855
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15856
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15857
15858
    // Create new node and add existing window to it
15859
0
    if (node == NULL)
15860
0
    {
15861
0
        node = DockContextAddNode(ctx, 0);
15862
0
        node->Pos = target_window->Pos;
15863
0
        node->Size = target_window->Size;
15864
0
        if (target_window->DockNodeAsHost == NULL)
15865
0
        {
15866
0
            DockNodeAddWindow(node, target_window, true);
15867
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15868
0
            target_window->DockIsActive = true;
15869
0
        }
15870
0
    }
15871
15872
0
    ImGuiDir split_dir = req->DockSplitDir;
15873
0
    if (split_dir != ImGuiDir_None)
15874
0
    {
15875
        // Split into two, one side will be our payload node unless we are dropping a loose window
15876
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15877
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15878
0
        const float split_ratio = req->DockSplitRatio;
15879
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15880
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15881
0
        new_node->HostWindow = node->HostWindow;
15882
0
        node = new_node;
15883
0
    }
15884
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15885
15886
0
    if (node != payload_node)
15887
0
    {
15888
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15889
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15890
0
        {
15891
0
            DockNodeAddTabBar(node);
15892
0
            for (int n = 0; n < node->Windows.Size; n++)
15893
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15894
0
        }
15895
15896
0
        if (payload_node != NULL)
15897
0
        {
15898
            // Transfer full payload node (with 1+ child windows or child nodes)
15899
0
            if (payload_node->IsSplitNode())
15900
0
            {
15901
0
                if (node->Windows.Size > 0)
15902
0
                {
15903
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15904
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15905
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15906
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15907
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15908
0
                    if (visible_node->TabBar)
15909
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15910
0
                    DockNodeMoveWindows(node, visible_node);
15911
0
                    DockNodeMoveWindows(visible_node, node);
15912
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15913
0
                }
15914
0
                if (node->IsCentralNode())
15915
0
                {
15916
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15917
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15918
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15919
0
                    IM_ASSERT(last_focused_node != NULL);
15920
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15921
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15922
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15923
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15924
0
                    last_focused_root_node->CentralNode = last_focused_node;
15925
0
                }
15926
15927
0
                IM_ASSERT(node->Windows.Size == 0);
15928
0
                DockNodeMoveChildNodes(node, payload_node);
15929
0
            }
15930
0
            else
15931
0
            {
15932
0
                const ImGuiID payload_dock_id = payload_node->ID;
15933
0
                DockNodeMoveWindows(node, payload_node);
15934
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15935
0
            }
15936
0
            DockContextRemoveNode(ctx, payload_node, true);
15937
0
        }
15938
0
        else if (payload_window)
15939
0
        {
15940
            // Transfer single window
15941
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15942
0
            node->VisibleWindow = payload_window;
15943
0
            DockNodeAddWindow(node, payload_window, true);
15944
0
            if (payload_dock_id != 0)
15945
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15946
0
        }
15947
0
    }
15948
0
    else
15949
0
    {
15950
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15951
0
        node->WantHiddenTabBarUpdate = true;
15952
0
    }
15953
15954
    // Update selection immediately
15955
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15956
0
        tab_bar->NextSelectedTabId = next_selected_id;
15957
0
    MarkIniSettingsDirty();
15958
0
}
15959
15960
// Problem:
15961
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15962
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15963
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15964
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15965
// Solution:
15966
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15967
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15968
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15969
0
{
15970
0
    if (ref_viewport == NULL)
15971
0
        return size;
15972
15973
0
    ImGuiContext& g = *GImGui;
15974
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15975
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15976
0
    {
15977
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15978
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15979
0
    }
15980
0
    return ImMin(size, max_size);
15981
0
}
15982
15983
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15984
0
{
15985
0
    ImGuiContext& g = *ctx;
15986
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15987
0
    if (window->DockNode)
15988
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15989
0
    else
15990
0
        window->DockId = 0;
15991
0
    window->Collapsed = false;
15992
0
    window->DockIsActive = false;
15993
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15994
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15995
15996
0
    MarkIniSettingsDirty();
15997
0
}
15998
15999
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16000
0
{
16001
0
    ImGuiContext& g = *ctx;
16002
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
16003
0
    IM_ASSERT(node->IsLeafNode());
16004
0
    IM_ASSERT(node->Windows.Size >= 1);
16005
16006
0
    if (node->IsRootNode() || node->IsCentralNode())
16007
0
    {
16008
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
16009
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16010
0
        new_node->Pos = node->Pos;
16011
0
        new_node->Size = node->Size;
16012
0
        new_node->SizeRef = node->SizeRef;
16013
0
        DockNodeMoveWindows(new_node, node);
16014
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16015
0
        node = new_node;
16016
0
    }
16017
0
    else
16018
0
    {
16019
        // Otherwise extract our node and merge our sibling back into the parent node.
16020
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16021
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16022
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16023
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16024
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16025
0
        node->ParentNode = NULL;
16026
0
    }
16027
0
    for (ImGuiWindow* window : node->Windows)
16028
0
    {
16029
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16030
0
        if (window->ParentWindow)
16031
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16032
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16033
0
    }
16034
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16035
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16036
0
    node->WantMouseMove = true;
16037
0
    MarkIniSettingsDirty();
16038
0
}
16039
16040
// This is mostly used for automation.
16041
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16042
0
{
16043
0
    if (target != NULL && target_node == NULL)
16044
0
        target_node = target->DockNode;
16045
16046
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16047
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16048
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16049
0
        split_outer = true;
16050
0
    ImGuiDockPreviewData split_data;
16051
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16052
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16053
0
        return false;
16054
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16055
0
    return true;
16056
0
}
16057
16058
//-----------------------------------------------------------------------------
16059
// Docking: ImGuiDockNode
16060
//-----------------------------------------------------------------------------
16061
// - DockNodeGetTabOrder()
16062
// - DockNodeAddWindow()
16063
// - DockNodeRemoveWindow()
16064
// - DockNodeMoveChildNodes()
16065
// - DockNodeMoveWindows()
16066
// - DockNodeApplyPosSizeToWindows()
16067
// - DockNodeHideHostWindow()
16068
// - ImGuiDockNodeFindInfoResults
16069
// - DockNodeFindInfo()
16070
// - DockNodeFindWindowByID()
16071
// - DockNodeUpdateFlagsAndCollapse()
16072
// - DockNodeUpdateHasCentralNodeFlag()
16073
// - DockNodeUpdateVisibleFlag()
16074
// - DockNodeStartMouseMovingWindow()
16075
// - DockNodeUpdate()
16076
// - DockNodeUpdateWindowMenu()
16077
// - DockNodeBeginAmendTabBar()
16078
// - DockNodeEndAmendTabBar()
16079
// - DockNodeUpdateTabBar()
16080
// - DockNodeAddTabBar()
16081
// - DockNodeRemoveTabBar()
16082
// - DockNodeIsDropAllowedOne()
16083
// - DockNodeIsDropAllowed()
16084
// - DockNodeCalcTabBarLayout()
16085
// - DockNodeCalcSplitRects()
16086
// - DockNodeCalcDropRectsAndTestMousePos()
16087
// - DockNodePreviewDockSetup()
16088
// - DockNodePreviewDockRender()
16089
//-----------------------------------------------------------------------------
16090
16091
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16092
0
{
16093
0
    ID = id;
16094
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16095
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16096
0
    TabBar = NULL;
16097
0
    SplitAxis = ImGuiAxis_None;
16098
16099
0
    State = ImGuiDockNodeState_Unknown;
16100
0
    LastBgColor = IM_COL32_WHITE;
16101
0
    HostWindow = VisibleWindow = NULL;
16102
0
    CentralNode = OnlyNodeWithWindows = NULL;
16103
0
    CountNodeWithWindows = 0;
16104
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16105
0
    LastFocusedNodeId = 0;
16106
0
    SelectedTabId = 0;
16107
0
    WantCloseTabId = 0;
16108
0
    RefViewportId = 0;
16109
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16110
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16111
0
    IsVisible = true;
16112
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16113
0
    IsBgDrawnThisFrame = false;
16114
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16115
0
}
16116
16117
ImGuiDockNode::~ImGuiDockNode()
16118
0
{
16119
0
    IM_DELETE(TabBar);
16120
0
    TabBar = NULL;
16121
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16122
0
}
16123
16124
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16125
0
{
16126
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16127
0
    if (tab_bar == NULL)
16128
0
        return -1;
16129
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16130
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16131
0
}
16132
16133
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16134
0
{
16135
0
    window->Hidden = true;
16136
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16137
0
}
16138
16139
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16140
0
{
16141
0
    ImGuiContext& g = *GImGui; (void)g;
16142
0
    if (window->DockNode)
16143
0
    {
16144
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16145
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16146
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16147
0
    }
16148
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16149
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16150
16151
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16152
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16153
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16154
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16155
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16156
16157
0
    node->Windows.push_back(window);
16158
0
    node->WantHiddenTabBarUpdate = true;
16159
0
    window->DockNode = node;
16160
0
    window->DockId = node->ID;
16161
0
    window->DockIsActive = (node->Windows.Size > 1);
16162
0
    window->DockTabWantClose = false;
16163
16164
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16165
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16166
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16167
0
    {
16168
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16169
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16170
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16171
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16172
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16173
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16174
0
    }
16175
16176
    // Add to tab bar if requested
16177
0
    if (add_to_tab_bar)
16178
0
    {
16179
0
        if (node->TabBar == NULL)
16180
0
        {
16181
0
            DockNodeAddTabBar(node);
16182
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16183
16184
            // Add existing windows
16185
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16186
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16187
0
        }
16188
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16189
0
    }
16190
16191
0
    DockNodeUpdateVisibleFlag(node);
16192
16193
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16194
0
    if (node->HostWindow)
16195
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16196
0
}
16197
16198
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16199
0
{
16200
0
    ImGuiContext& g = *GImGui;
16201
0
    IM_ASSERT(window->DockNode == node);
16202
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16203
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16204
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16205
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16206
16207
0
    window->DockNode = NULL;
16208
0
    window->DockIsActive = window->DockTabWantClose = false;
16209
0
    window->DockId = save_dock_id;
16210
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16211
0
    if (window->ParentWindow)
16212
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16213
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16214
16215
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16216
0
    {
16217
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16218
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16219
0
        window->Viewport = NULL;
16220
0
        window->ViewportId = 0;
16221
0
        window->ViewportOwned = false;
16222
0
        window->Hidden = true;
16223
0
    }
16224
16225
    // Remove window
16226
0
    bool erased = false;
16227
0
    for (int n = 0; n < node->Windows.Size; n++)
16228
0
        if (node->Windows[n] == window)
16229
0
        {
16230
0
            node->Windows.erase(node->Windows.Data + n);
16231
0
            erased = true;
16232
0
            break;
16233
0
        }
16234
0
    if (!erased)
16235
0
        IM_ASSERT(erased);
16236
0
    if (node->VisibleWindow == window)
16237
0
        node->VisibleWindow = NULL;
16238
16239
    // Remove tab and possibly tab bar
16240
0
    node->WantHiddenTabBarUpdate = true;
16241
0
    if (node->TabBar)
16242
0
    {
16243
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16244
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16245
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16246
0
            DockNodeRemoveTabBar(node);
16247
0
    }
16248
16249
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16250
0
    {
16251
        // Automatic dock node delete themselves if they are not holding at least one tab
16252
0
        DockContextRemoveNode(&g, node, true);
16253
0
        return;
16254
0
    }
16255
16256
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16257
0
    {
16258
0
        ImGuiWindow* remaining_window = node->Windows[0];
16259
        // Note: we used to transport viewport ownership here.
16260
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16261
0
    }
16262
16263
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16264
0
    DockNodeUpdateVisibleFlag(node);
16265
0
}
16266
16267
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16268
0
{
16269
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16270
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16271
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16272
0
    if (dst_node->ChildNodes[0])
16273
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16274
0
    if (dst_node->ChildNodes[1])
16275
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16276
0
    dst_node->SplitAxis = src_node->SplitAxis;
16277
0
    dst_node->SizeRef = src_node->SizeRef;
16278
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16279
0
}
16280
16281
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16282
0
{
16283
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16284
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16285
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16286
0
    if (src_tab_bar != NULL)
16287
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16288
16289
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16290
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16291
0
    if (move_tab_bar)
16292
0
    {
16293
0
        dst_node->TabBar = src_node->TabBar;
16294
0
        src_node->TabBar = NULL;
16295
0
    }
16296
16297
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16298
0
    for (ImGuiWindow* window : src_node->Windows)
16299
0
    {
16300
0
        window->DockNode = NULL;
16301
0
        window->DockIsActive = false;
16302
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16303
0
    }
16304
0
    src_node->Windows.clear();
16305
16306
0
    if (!move_tab_bar && src_node->TabBar)
16307
0
    {
16308
0
        if (dst_node->TabBar)
16309
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16310
0
        DockNodeRemoveTabBar(src_node);
16311
0
    }
16312
0
}
16313
16314
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16315
0
{
16316
0
    for (ImGuiWindow* window : node->Windows)
16317
0
    {
16318
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16319
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16320
0
    }
16321
0
}
16322
16323
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16324
0
{
16325
0
    if (node->HostWindow)
16326
0
    {
16327
0
        if (node->HostWindow->DockNodeAsHost == node)
16328
0
            node->HostWindow->DockNodeAsHost = NULL;
16329
0
        node->HostWindow = NULL;
16330
0
    }
16331
16332
0
    if (node->Windows.Size == 1)
16333
0
    {
16334
0
        node->VisibleWindow = node->Windows[0];
16335
0
        node->Windows[0]->DockIsActive = false;
16336
0
    }
16337
16338
0
    if (node->TabBar)
16339
0
        DockNodeRemoveTabBar(node);
16340
0
}
16341
16342
// Search function called once by root node in DockNodeUpdate()
16343
struct ImGuiDockNodeTreeInfo
16344
{
16345
    ImGuiDockNode*      CentralNode;
16346
    ImGuiDockNode*      FirstNodeWithWindows;
16347
    int                 CountNodesWithWindows;
16348
    //ImGuiWindowClass  WindowClassForMerges;
16349
16350
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16351
};
16352
16353
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16354
0
{
16355
0
    if (node->Windows.Size > 0)
16356
0
    {
16357
0
        if (info->FirstNodeWithWindows == NULL)
16358
0
            info->FirstNodeWithWindows = node;
16359
0
        info->CountNodesWithWindows++;
16360
0
    }
16361
0
    if (node->IsCentralNode())
16362
0
    {
16363
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16364
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16365
0
        info->CentralNode = node;
16366
0
    }
16367
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16368
0
        return;
16369
0
    if (node->ChildNodes[0])
16370
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16371
0
    if (node->ChildNodes[1])
16372
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16373
0
}
16374
16375
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16376
0
{
16377
0
    IM_ASSERT(id != 0);
16378
0
    for (ImGuiWindow* window : node->Windows)
16379
0
        if (window->ID == id)
16380
0
            return window;
16381
0
    return NULL;
16382
0
}
16383
16384
// - Remove inactive windows/nodes.
16385
// - Update visibility flag.
16386
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16387
0
{
16388
0
    ImGuiContext& g = *GImGui;
16389
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16390
16391
    // Inherit most flags
16392
0
    if (node->ParentNode)
16393
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16394
16395
    // Recurse into children
16396
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16397
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16398
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16399
0
    node->HasCentralNodeChild = false;
16400
0
    if (node->ChildNodes[0])
16401
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16402
0
    if (node->ChildNodes[1])
16403
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16404
16405
    // Remove inactive windows, collapse nodes
16406
    // Merge node flags overrides stored in windows
16407
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16408
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16409
0
    {
16410
0
        ImGuiWindow* window = node->Windows[window_n];
16411
0
        IM_ASSERT(window->DockNode == node);
16412
16413
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16414
0
        bool remove = false;
16415
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16416
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16417
0
        remove |= (window->DockTabWantClose);
16418
0
        if (remove)
16419
0
        {
16420
0
            window->DockTabWantClose = false;
16421
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16422
0
            {
16423
0
                DockNodeHideHostWindow(node);
16424
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16425
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16426
0
                return;
16427
0
            }
16428
0
            DockNodeRemoveWindow(node, window, node->ID);
16429
0
            window_n--;
16430
0
            continue;
16431
0
        }
16432
16433
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16434
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16435
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16436
0
    }
16437
0
    node->UpdateMergedFlags();
16438
16439
    // Auto-hide tab bar option
16440
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16441
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16442
0
        node->WantHiddenTabBarToggle = true;
16443
0
    node->WantHiddenTabBarUpdate = false;
16444
16445
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16446
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16447
0
        node->WantHiddenTabBarToggle = false;
16448
16449
    // Apply toggles at a single point of the frame (here!)
16450
0
    if (node->Windows.Size > 1)
16451
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16452
0
    else if (node->WantHiddenTabBarToggle)
16453
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16454
0
    node->WantHiddenTabBarToggle = false;
16455
16456
0
    DockNodeUpdateVisibleFlag(node);
16457
0
}
16458
16459
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16460
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16461
0
{
16462
0
    node->HasCentralNodeChild = false;
16463
0
    if (node->ChildNodes[0])
16464
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16465
0
    if (node->ChildNodes[1])
16466
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16467
0
    if (node->IsRootNode())
16468
0
    {
16469
0
        ImGuiDockNode* mark_node = node->CentralNode;
16470
0
        while (mark_node)
16471
0
        {
16472
0
            mark_node->HasCentralNodeChild = true;
16473
0
            mark_node = mark_node->ParentNode;
16474
0
        }
16475
0
    }
16476
0
}
16477
16478
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16479
0
{
16480
    // Update visibility flag
16481
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16482
0
    is_visible |= (node->Windows.Size > 0);
16483
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16484
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16485
0
    node->IsVisible = is_visible;
16486
0
}
16487
16488
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16489
0
{
16490
0
    ImGuiContext& g = *GImGui;
16491
0
    IM_ASSERT(node->WantMouseMove == true);
16492
0
    StartMouseMovingWindow(window);
16493
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16494
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16495
0
    node->WantMouseMove = false;
16496
0
}
16497
16498
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16499
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16500
0
{
16501
0
    DockNodeUpdateFlagsAndCollapse(node);
16502
16503
    // - Setup central node pointers
16504
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16505
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16506
0
    ImGuiDockNodeTreeInfo info;
16507
0
    DockNodeFindInfo(node, &info);
16508
0
    node->CentralNode = info.CentralNode;
16509
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16510
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16511
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16512
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16513
16514
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16515
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16516
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16517
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16518
0
    {
16519
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16520
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16521
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16522
0
            {
16523
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16524
0
                break;
16525
0
            }
16526
0
    }
16527
16528
0
    ImGuiDockNode* mark_node = node->CentralNode;
16529
0
    while (mark_node)
16530
0
    {
16531
0
        mark_node->HasCentralNodeChild = true;
16532
0
        mark_node = mark_node->ParentNode;
16533
0
    }
16534
0
}
16535
16536
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16537
0
{
16538
    // Remove ourselves from any previous different host window
16539
    // This can happen if a user mistakenly does (see #4295 for details):
16540
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16541
    //  - N+1: NewFrame()                   // will create floating host window for that node
16542
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16543
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16544
0
        node->HostWindow->DockNodeAsHost = NULL;
16545
16546
0
    host_window->DockNodeAsHost = node;
16547
0
    node->HostWindow = host_window;
16548
0
}
16549
16550
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16551
0
{
16552
0
    ImGuiContext& g = *GImGui;
16553
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16554
0
    node->LastFrameAlive = g.FrameCount;
16555
0
    node->IsBgDrawnThisFrame = false;
16556
16557
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16558
0
    if (node->IsRootNode())
16559
0
        DockNodeUpdateForRootNode(node);
16560
16561
    // Remove tab bar if not needed
16562
0
    if (node->TabBar && node->IsNoTabBar())
16563
0
        DockNodeRemoveTabBar(node);
16564
16565
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16566
0
    bool want_to_hide_host_window = false;
16567
0
    if (node->IsFloatingNode())
16568
0
    {
16569
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16570
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16571
0
                want_to_hide_host_window = true;
16572
0
        if (node->CountNodeWithWindows == 0)
16573
0
            want_to_hide_host_window = true;
16574
0
    }
16575
0
    if (want_to_hide_host_window)
16576
0
    {
16577
0
        if (node->Windows.Size == 1)
16578
0
        {
16579
            // Floating window pos/size is authoritative
16580
0
            ImGuiWindow* single_window = node->Windows[0];
16581
0
            node->Pos = single_window->Pos;
16582
0
            node->Size = single_window->SizeFull;
16583
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16584
16585
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16586
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16587
0
                FocusWindow(single_window);
16588
0
            if (node->HostWindow)
16589
0
            {
16590
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16591
0
                single_window->Viewport = node->HostWindow->Viewport;
16592
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16593
0
                if (node->HostWindow->ViewportOwned)
16594
0
                {
16595
0
                    single_window->Viewport->ID = single_window->ID;
16596
0
                    single_window->Viewport->Window = single_window;
16597
0
                    single_window->ViewportOwned = true;
16598
0
                }
16599
0
            }
16600
0
            node->RefViewportId = single_window->ViewportId;
16601
0
        }
16602
16603
0
        DockNodeHideHostWindow(node);
16604
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16605
0
        node->WantCloseAll = false;
16606
0
        node->WantCloseTabId = 0;
16607
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16608
0
        node->LastFrameActive = g.FrameCount;
16609
16610
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16611
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16612
0
        return;
16613
0
    }
16614
16615
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16616
    // while the expected visible window is resizing itself.
16617
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16618
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16619
    //   N+0: Begin(): window created (with no known size), node is created
16620
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16621
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16622
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16623
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16624
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16625
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16626
0
    {
16627
0
        IM_ASSERT(node->Windows.Size > 0);
16628
0
        ImGuiWindow* ref_window = NULL;
16629
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16630
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16631
0
        if (ref_window == NULL)
16632
0
            ref_window = node->Windows[0];
16633
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16634
0
        {
16635
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16636
0
            return;
16637
0
        }
16638
0
    }
16639
16640
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16641
16642
    // Decide if the node will have a close button and a window menu button
16643
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16644
0
    node->HasCloseButton = false;
16645
0
    for (ImGuiWindow* window : node->Windows)
16646
0
    {
16647
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16648
0
        node->HasCloseButton |= window->HasCloseButton;
16649
0
        window->DockIsActive = (node->Windows.Size > 1);
16650
0
    }
16651
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16652
0
        node->HasCloseButton = false;
16653
16654
    // Bind or create host window
16655
0
    ImGuiWindow* host_window = NULL;
16656
0
    bool beginned_into_host_window = false;
16657
0
    if (node->IsDockSpace())
16658
0
    {
16659
        // [Explicit root dockspace node]
16660
0
        IM_ASSERT(node->HostWindow);
16661
0
        host_window = node->HostWindow;
16662
0
    }
16663
0
    else
16664
0
    {
16665
        // [Automatic root or child nodes]
16666
0
        if (node->IsRootNode() && node->IsVisible)
16667
0
        {
16668
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16669
16670
            // Sync Pos
16671
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16672
0
                SetNextWindowPos(ref_window->Pos);
16673
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16674
0
                SetNextWindowPos(node->Pos);
16675
16676
            // Sync Size
16677
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16678
0
                SetNextWindowSize(ref_window->SizeFull);
16679
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16680
0
                SetNextWindowSize(node->Size);
16681
16682
            // Sync Collapsed
16683
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16684
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16685
16686
            // Sync Viewport
16687
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16688
0
                SetNextWindowViewport(ref_window->ViewportId);
16689
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16690
0
                SetNextWindowViewport(node->RefViewportId);
16691
16692
0
            SetNextWindowClass(&node->WindowClass);
16693
16694
            // Begin into the host window
16695
0
            char window_label[20];
16696
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16697
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16698
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16699
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16700
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16701
16702
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16703
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16704
0
            Begin(window_label, NULL, window_flags);
16705
0
            PopStyleVar();
16706
0
            beginned_into_host_window = true;
16707
16708
0
            host_window = g.CurrentWindow;
16709
0
            DockNodeSetupHostWindow(node, host_window);
16710
0
            host_window->DC.CursorPos = host_window->Pos;
16711
0
            node->Pos = host_window->Pos;
16712
0
            node->Size = host_window->Size;
16713
16714
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16715
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16716
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16717
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16718
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16719
            // after the dock host window, losing their top-most status.
16720
0
            if (node->HostWindow->Appearing)
16721
0
                BringWindowToDisplayFront(node->HostWindow);
16722
16723
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16724
0
        }
16725
0
        else if (node->ParentNode)
16726
0
        {
16727
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16728
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16729
0
        }
16730
0
        if (node->WantMouseMove && node->HostWindow)
16731
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16732
0
    }
16733
0
    node->RefViewportId = 0; // Clear when we have a host window
16734
16735
    // Update focused node (the one whose title bar is highlight) within a node tree
16736
0
    if (node->IsSplitNode())
16737
0
        IM_ASSERT(node->TabBar == NULL);
16738
0
    if (node->IsRootNode())
16739
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16740
0
            while (p_window != NULL && p_window->DockNode != NULL)
16741
0
            {
16742
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16743
0
                if (p_node == node)
16744
0
                {
16745
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16746
0
                    break;
16747
0
                }
16748
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16749
0
            }
16750
16751
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16752
0
    ImGuiDockNode* central_node = node->CentralNode;
16753
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16754
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16755
0
    if (central_node_hole)
16756
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16757
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16758
0
                central_node_hole_register_hit_test_hole = false;
16759
0
    if (central_node_hole_register_hit_test_hole)
16760
0
    {
16761
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16762
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16763
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16764
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16765
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16766
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16767
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16768
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16769
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16770
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16771
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16772
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16773
0
        if (central_node_hole && !hole_rect.IsInverted())
16774
0
        {
16775
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16776
0
            if (host_window->ParentWindow)
16777
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16778
0
        }
16779
0
    }
16780
16781
    // Update position/size, process and draw resizing splitters
16782
0
    if (node->IsRootNode() && host_window)
16783
0
    {
16784
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16785
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16786
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16787
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16788
0
        DockNodeTreeUpdateSplitter(node);
16789
0
        PopStyleColor(3);
16790
0
    }
16791
16792
    // Draw empty node background (currently can only be the Central Node)
16793
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16794
0
    {
16795
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16796
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16797
0
        if (node->LastBgColor != 0)
16798
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16799
0
        node->IsBgDrawnThisFrame = true;
16800
0
    }
16801
16802
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16803
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16804
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16805
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16806
0
    if (render_dockspace_bg && node->IsVisible)
16807
0
    {
16808
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16809
0
        if (central_node_hole)
16810
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16811
0
        else
16812
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16813
0
    }
16814
16815
    // Draw and populate Tab Bar
16816
0
    if (host_window)
16817
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16818
0
    if (host_window && node->Windows.Size > 0)
16819
0
    {
16820
0
        DockNodeUpdateTabBar(node, host_window);
16821
0
    }
16822
0
    else
16823
0
    {
16824
0
        node->WantCloseAll = false;
16825
0
        node->WantCloseTabId = 0;
16826
0
        node->IsFocused = false;
16827
0
    }
16828
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16829
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16830
0
    else if (node->Windows.Size > 0)
16831
0
        node->SelectedTabId = node->Windows[0]->TabId;
16832
16833
    // Draw payload drop target
16834
0
    if (host_window && node->IsVisible)
16835
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16836
0
            BeginDockableDragDropTarget(host_window);
16837
16838
    // We update this after DockNodeUpdateTabBar()
16839
0
    node->LastFrameActive = g.FrameCount;
16840
16841
    // Recurse into children
16842
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16843
0
    if (host_window)
16844
0
    {
16845
0
        if (node->ChildNodes[0])
16846
0
            DockNodeUpdate(node->ChildNodes[0]);
16847
0
        if (node->ChildNodes[1])
16848
0
            DockNodeUpdate(node->ChildNodes[1]);
16849
16850
        // Render outer borders last (after the tab bar)
16851
0
        if (node->IsRootNode())
16852
0
            RenderWindowOuterBorders(host_window);
16853
0
    }
16854
16855
    // End host window
16856
0
    if (beginned_into_host_window) //-V1020
16857
0
        End();
16858
0
}
16859
16860
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16861
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16862
0
{
16863
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16864
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16865
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16866
0
        return d;
16867
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16868
0
}
16869
16870
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16871
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16872
// Custom overrides may want to decorate, group, sort entries.
16873
// Please note those are internal structures: if you copy this expect occasional breakage.
16874
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16875
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16876
0
{
16877
0
    IM_UNUSED(ctx);
16878
0
    if (tab_bar->Tabs.Size == 1)
16879
0
    {
16880
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16881
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16882
0
            node->WantHiddenTabBarToggle = true;
16883
0
    }
16884
0
    else
16885
0
    {
16886
        // Display a selectable list of windows in this docking node
16887
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16888
0
        {
16889
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16890
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16891
0
                continue;
16892
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16893
0
                TabBarQueueFocus(tab_bar, tab);
16894
0
            SameLine();
16895
0
            Text("   ");
16896
0
        }
16897
0
    }
16898
0
}
16899
16900
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16901
0
{
16902
    // Try to position the menu so it is more likely to stays within the same viewport
16903
0
    ImGuiContext& g = *GImGui;
16904
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16905
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16906
0
    else
16907
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16908
0
    if (BeginPopup("#WindowMenu"))
16909
0
    {
16910
0
        node->IsFocused = true;
16911
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16912
0
        EndPopup();
16913
0
    }
16914
0
}
16915
16916
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16917
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16918
0
{
16919
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16920
0
        return false;
16921
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16922
0
        return false;
16923
0
    if (node->TabBar->ID == 0)
16924
0
        return false;
16925
0
    Begin(node->HostWindow->Name);
16926
0
    PushOverrideID(node->ID);
16927
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16928
0
    IM_UNUSED(ret);
16929
0
    IM_ASSERT(ret);
16930
0
    return true;
16931
0
}
16932
16933
void ImGui::DockNodeEndAmendTabBar()
16934
0
{
16935
0
    EndTabBar();
16936
0
    PopID();
16937
0
    End();
16938
0
}
16939
16940
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16941
0
{
16942
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16943
0
    ImGuiContext& g = *GImGui;
16944
0
    if (g.NavWindowingTarget)
16945
0
        return (g.NavWindowingTarget->DockNode == node);
16946
16947
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16948
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16949
0
    {
16950
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16951
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16952
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16953
0
            parent_window = parent_window->ParentWindow->RootWindow;
16954
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16955
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16956
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16957
0
                return true;
16958
0
    }
16959
0
    return false;
16960
0
}
16961
16962
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16963
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16964
0
{
16965
0
    ImGuiContext& g = *GImGui;
16966
0
    ImGuiStyle& style = g.Style;
16967
16968
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16969
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16970
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16971
0
    node->WantCloseAll = false;
16972
0
    node->WantCloseTabId = 0;
16973
16974
    // Decide if we should use a focused title bar color
16975
0
    bool is_focused = false;
16976
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16977
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16978
0
        is_focused = true;
16979
16980
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16981
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16982
0
    {
16983
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16984
0
        node->IsFocused = is_focused;
16985
0
        if (is_focused)
16986
0
            node->LastFrameFocused = g.FrameCount;
16987
0
        if (node->VisibleWindow)
16988
0
        {
16989
            // Notify root of visible window (used to display title in OS task bar)
16990
0
            if (is_focused || root_node->VisibleWindow == NULL)
16991
0
                root_node->VisibleWindow = node->VisibleWindow;
16992
0
            if (node->TabBar)
16993
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16994
0
        }
16995
0
        return;
16996
0
    }
16997
16998
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16999
0
    bool backup_skip_item = host_window->SkipItems;
17000
0
    if (!node->IsDockSpace())
17001
0
    {
17002
0
        host_window->SkipItems = false;
17003
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
17004
0
    }
17005
17006
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
17007
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
17008
    // as docked windows themselves will override the stack with their own root ID.
17009
0
    PushOverrideID(node->ID);
17010
0
    ImGuiTabBar* tab_bar = node->TabBar;
17011
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17012
0
    if (tab_bar == NULL)
17013
0
    {
17014
0
        DockNodeAddTabBar(node);
17015
0
        tab_bar = node->TabBar;
17016
0
    }
17017
17018
0
    ImGuiID focus_tab_id = 0;
17019
0
    node->IsFocused = is_focused;
17020
17021
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17022
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17023
17024
    // In a dock node, the Collapse Button turns into the Window Menu button.
17025
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17026
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17027
0
    {
17028
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17029
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17030
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17031
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17032
0
        is_focused |= node->IsFocused;
17033
0
    }
17034
17035
    // Layout
17036
0
    ImRect title_bar_rect, tab_bar_rect;
17037
0
    ImVec2 window_menu_button_pos;
17038
0
    ImVec2 close_button_pos;
17039
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17040
17041
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17042
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17043
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17044
0
    {
17045
0
        ImGuiWindow* window = node->Windows[window_n];
17046
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17047
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17048
0
    }
17049
17050
    // Title bar
17051
0
    if (is_focused)
17052
0
        node->LastFrameFocused = g.FrameCount;
17053
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17054
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17055
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17056
17057
    // Docking/Collapse button
17058
0
    if (has_window_menu_button)
17059
0
    {
17060
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17061
0
            OpenPopup("#WindowMenu");
17062
0
        if (IsItemActive())
17063
0
            focus_tab_id = tab_bar->SelectedTabId;
17064
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17065
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17066
0
    }
17067
17068
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17069
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17070
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17071
0
    {
17072
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17073
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17074
0
        tabs_unsorted_start = tab_n;
17075
0
    }
17076
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17077
0
    {
17078
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17079
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17080
0
        {
17081
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17082
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17083
0
        }
17084
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17085
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17086
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17087
0
    }
17088
17089
    // Apply NavWindow focus back to the tab bar
17090
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17091
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17092
17093
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17094
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17095
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17096
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17097
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17098
17099
    // Begin tab bar
17100
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17101
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17102
0
    if (!host_window->Collapsed && is_focused)
17103
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17104
0
    tab_bar->ID = GetID("#TabBar");
17105
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17106
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17107
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17108
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17109
17110
    // Backup style colors
17111
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17112
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17113
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17114
17115
    // Submit actual tabs
17116
0
    node->VisibleWindow = NULL;
17117
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17118
0
    {
17119
0
        ImGuiWindow* window = node->Windows[window_n];
17120
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17121
0
            continue;
17122
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17123
0
        {
17124
0
            ImGuiTabItemFlags tab_item_flags = 0;
17125
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17126
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17127
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17128
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17129
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17130
17131
            // Apply stored style overrides for the window
17132
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17133
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17134
17135
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17136
0
            bool tab_open = true;
17137
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17138
0
            if (!tab_open)
17139
0
                node->WantCloseTabId = window->TabId;
17140
0
            if (tab_bar->VisibleTabId == window->TabId)
17141
0
                node->VisibleWindow = window;
17142
17143
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17144
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17145
0
            window->DockTabItemRect = g.LastItemData.Rect;
17146
17147
            // Update navigation ID on menu layer
17148
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17149
0
                host_window->NavLastIds[1] = window->TabId;
17150
0
        }
17151
0
    }
17152
17153
    // Restore style colors
17154
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17155
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17156
17157
    // Notify root of visible window (used to display title in OS task bar)
17158
0
    if (node->VisibleWindow)
17159
0
        if (is_focused || root_node->VisibleWindow == NULL)
17160
0
            root_node->VisibleWindow = node->VisibleWindow;
17161
17162
    // Close button (after VisibleWindow was updated)
17163
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17164
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17165
0
    const bool close_button_is_visible = node->HasCloseButton;
17166
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17167
0
    if (close_button_is_visible)
17168
0
    {
17169
0
        if (!close_button_is_enabled)
17170
0
        {
17171
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17172
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17173
0
        }
17174
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17175
0
        {
17176
0
            node->WantCloseAll = true;
17177
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17178
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17179
0
        }
17180
        //if (IsItemActive())
17181
        //    focus_tab_id = tab_bar->SelectedTabId;
17182
0
        if (!close_button_is_enabled)
17183
0
        {
17184
0
            PopStyleColor();
17185
0
            PopItemFlag();
17186
0
        }
17187
0
    }
17188
17189
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17190
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17191
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17192
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17193
0
    {
17194
        // AllowOverlap mode required for appending into dock node tab bar,
17195
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17196
0
        bool held;
17197
0
        KeepAliveID(title_bar_id);
17198
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17199
0
        if (g.HoveredId == title_bar_id)
17200
0
        {
17201
0
            g.LastItemData.ID = title_bar_id;
17202
0
        }
17203
0
        if (held)
17204
0
        {
17205
0
            if (IsMouseClicked(0))
17206
0
                focus_tab_id = tab_bar->SelectedTabId;
17207
17208
            // Forward moving request to selected window
17209
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17210
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17211
0
        }
17212
0
    }
17213
17214
    // Forward focus from host node to selected window
17215
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17216
    //    focus_tab_id = tab_bar->SelectedTabId;
17217
17218
    // When clicked on a tab we requested focus to the docked child
17219
    // This overrides the value set by "forward focus from host node to selected window".
17220
0
    if (tab_bar->NextSelectedTabId)
17221
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17222
17223
    // Apply navigation focus
17224
0
    if (focus_tab_id != 0)
17225
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17226
0
            if (tab->Window)
17227
0
            {
17228
0
                FocusWindow(tab->Window);
17229
0
                NavInitWindow(tab->Window, false);
17230
0
            }
17231
17232
0
    EndTabBar();
17233
0
    PopID();
17234
17235
    // Restore SkipItems flag
17236
0
    if (!node->IsDockSpace())
17237
0
    {
17238
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17239
0
        host_window->SkipItems = backup_skip_item;
17240
0
    }
17241
0
}
17242
17243
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17244
0
{
17245
0
    IM_ASSERT(node->TabBar == NULL);
17246
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17247
0
}
17248
17249
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17250
0
{
17251
0
    if (node->TabBar == NULL)
17252
0
        return;
17253
0
    IM_DELETE(node->TabBar);
17254
0
    node->TabBar = NULL;
17255
0
}
17256
17257
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17258
8
{
17259
8
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17260
0
        return false;
17261
17262
8
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17263
8
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17264
8
    if (host_class->ClassId != payload_class->ClassId)
17265
0
    {
17266
0
        bool pass = false;
17267
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17268
0
            pass = true;
17269
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17270
0
            pass = true;
17271
0
        if (!pass)
17272
0
            return false;
17273
0
    }
17274
17275
    // Prevent docking any window created above a popup
17276
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17277
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17278
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17279
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17280
8
    ImGuiContext& g = *GImGui;
17281
8
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17282
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17283
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17284
0
                return false;
17285
17286
8
    return true;
17287
8
}
17288
17289
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17290
8
{
17291
8
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17292
0
        return true;
17293
17294
8
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17295
8
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17296
8
    {
17297
8
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17298
8
        if (DockNodeIsDropAllowedOne(payload, host_window))
17299
8
            return true;
17300
8
    }
17301
0
    return false;
17302
8
}
17303
17304
// window menu button == collapse button when not in a dock node.
17305
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17306
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17307
0
{
17308
0
    ImGuiContext& g = *GImGui;
17309
0
    ImGuiStyle& style = g.Style;
17310
17311
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17312
0
    if (out_title_rect) { *out_title_rect = r; }
17313
17314
0
    r.Min.x += style.WindowBorderSize;
17315
0
    r.Max.x -= style.WindowBorderSize;
17316
17317
0
    float button_sz = g.FontSize;
17318
0
    r.Min.x += style.FramePadding.x;
17319
0
    r.Max.x -= style.FramePadding.x;
17320
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17321
0
    if (node->HasCloseButton)
17322
0
    {
17323
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17324
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17325
0
    }
17326
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17327
0
    {
17328
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17329
0
    }
17330
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17331
0
    {
17332
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17333
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17334
0
    }
17335
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17336
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17337
0
}
17338
17339
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17340
0
{
17341
0
    ImGuiContext& g = *GImGui;
17342
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17343
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17344
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17345
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17346
17347
    // Distribute size on given axis (with a desired size or equally)
17348
0
    const float w_avail = size_old[axis] - dock_spacing;
17349
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17350
0
    {
17351
0
        size_new[axis] = size_new_desired[axis];
17352
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17353
0
    }
17354
0
    else
17355
0
    {
17356
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17357
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17358
0
    }
17359
17360
    // Position each node
17361
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17362
0
    {
17363
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17364
0
    }
17365
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17366
0
    {
17367
0
        pos_new[axis] = pos_old[axis];
17368
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17369
0
    }
17370
0
}
17371
17372
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17373
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17374
0
{
17375
0
    ImGuiContext& g = *GImGui;
17376
17377
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17378
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17379
0
    float hs_w; // Half-size, longer axis
17380
0
    float hs_h; // Half-size, smaller axis
17381
0
    ImVec2 off; // Distance from edge or center
17382
0
    if (outer_docking)
17383
0
    {
17384
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17385
        //hs_h = ImTrunc(hs_w * 0.15f);
17386
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17387
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17388
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17389
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17390
0
    }
17391
0
    else
17392
0
    {
17393
0
        hs_w = ImTrunc(hs_for_central_nodes);
17394
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17395
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17396
0
    }
17397
17398
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17399
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17400
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17401
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17402
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17403
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17404
17405
0
    if (test_mouse_pos == NULL)
17406
0
        return false;
17407
17408
0
    ImRect hit_r = out_r;
17409
0
    if (!outer_docking)
17410
0
    {
17411
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17412
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17413
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17414
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17415
0
        float r_threshold_center = hs_w * 1.4f;
17416
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17417
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17418
0
            return (dir == ImGuiDir_None);
17419
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17420
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17421
0
    }
17422
0
    return hit_r.Contains(*test_mouse_pos);
17423
0
}
17424
17425
// host_node may be NULL if the window doesn't have a DockNode already.
17426
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17427
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17428
0
{
17429
0
    ImGuiContext& g = *GImGui;
17430
17431
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17432
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17433
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17434
0
    if (payload_node == NULL)
17435
0
        payload_node = payload_window->DockNodeAsHost;
17436
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17437
0
    if (ref_node_for_rect)
17438
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17439
17440
    // Filter, figure out where we are allowed to dock
17441
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17442
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17443
0
    data->IsCenterAvailable = true;
17444
0
    if (is_outer_docking)
17445
0
        data->IsCenterAvailable = false;
17446
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17447
0
        data->IsCenterAvailable = false;
17448
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17449
0
        data->IsCenterAvailable = false;
17450
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17451
0
        data->IsCenterAvailable = false;
17452
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17453
0
        data->IsCenterAvailable = false;
17454
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17455
0
        data->IsCenterAvailable = false;
17456
17457
0
    data->IsSidesAvailable = true;
17458
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17459
0
        data->IsSidesAvailable = false;
17460
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17461
0
        data->IsSidesAvailable = false;
17462
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17463
0
        data->IsSidesAvailable = false;
17464
17465
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17466
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17467
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17468
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17469
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17470
17471
    // Calculate drop shapes geometry for allowed splitting directions
17472
0
    IM_ASSERT(ImGuiDir_None == -1);
17473
0
    data->SplitNode = host_node;
17474
0
    data->SplitDir = ImGuiDir_None;
17475
0
    data->IsSplitDirExplicit = false;
17476
0
    if (!host_window->Collapsed)
17477
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17478
0
        {
17479
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17480
0
                continue;
17481
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17482
0
                continue;
17483
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17484
0
            {
17485
0
                data->SplitDir = (ImGuiDir)dir;
17486
0
                data->IsSplitDirExplicit = true;
17487
0
            }
17488
0
        }
17489
17490
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17491
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17492
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17493
0
        data->IsDropAllowed = false;
17494
17495
    // Calculate split area
17496
0
    data->SplitRatio = 0.0f;
17497
0
    if (data->SplitDir != ImGuiDir_None)
17498
0
    {
17499
0
        ImGuiDir split_dir = data->SplitDir;
17500
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17501
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17502
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17503
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17504
17505
        // Calculate split ratio so we can pass it down the docking request
17506
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17507
0
        data->FutureNode.Pos = pos_new;
17508
0
        data->FutureNode.Size = size_new;
17509
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17510
0
    }
17511
0
}
17512
17513
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17514
0
{
17515
0
    ImGuiContext& g = *GImGui;
17516
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17517
17518
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17519
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17520
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17521
17522
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17523
0
    int overlay_draw_lists_count = 0;
17524
0
    ImDrawList* overlay_draw_lists[2];
17525
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17526
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17527
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17528
17529
    // Draw main preview rectangle
17530
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17531
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17532
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17533
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17534
17535
    // Display area preview
17536
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17537
0
    if (data->IsDropAllowed)
17538
0
    {
17539
0
        ImRect overlay_rect = data->FutureNode.Rect();
17540
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17541
0
            overlay_rect.Min.y += GetFrameHeight();
17542
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17543
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17544
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17545
0
    }
17546
17547
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17548
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17549
0
    {
17550
        // Compute target tab bar geometry so we can locate our preview tabs
17551
0
        ImRect tab_bar_rect;
17552
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17553
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17554
0
        if (host_node && host_node->TabBar)
17555
0
        {
17556
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17557
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17558
0
            else
17559
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17560
0
        }
17561
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17562
0
        {
17563
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17564
0
        }
17565
17566
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17567
0
        if (root_payload->DockNodeAsHost)
17568
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17569
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17570
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17571
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17572
0
        {
17573
            // DockNode's TabBar may have non-window Tabs manually appended by user
17574
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17575
0
            if (tab_bar_with_payload && payload_window == NULL)
17576
0
                continue;
17577
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17578
0
                continue;
17579
17580
            // Calculate the tab bounding box for each payload window
17581
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17582
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17583
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17584
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17585
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17586
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17587
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17588
0
            {
17589
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17590
0
                if (!tab_bar_rect.Contains(tab_bb))
17591
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17592
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17593
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17594
0
                if (!tab_bar_rect.Contains(tab_bb))
17595
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17596
0
            }
17597
0
            PopStyleColor();
17598
0
        }
17599
0
    }
17600
17601
    // Display drop boxes
17602
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17603
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17604
0
    {
17605
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17606
0
        {
17607
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17608
0
            ImRect draw_r_in = draw_r;
17609
0
            draw_r_in.Expand(-2.0f);
17610
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17611
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17612
0
            {
17613
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17614
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17615
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17616
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17617
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17618
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17619
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17620
0
            }
17621
0
        }
17622
17623
        // Stop after ImGuiDir_None
17624
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17625
0
            return;
17626
0
    }
17627
0
}
17628
17629
//-----------------------------------------------------------------------------
17630
// Docking: ImGuiDockNode Tree manipulation functions
17631
//-----------------------------------------------------------------------------
17632
// - DockNodeTreeSplit()
17633
// - DockNodeTreeMerge()
17634
// - DockNodeTreeUpdatePosSize()
17635
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17636
// - DockNodeTreeUpdateSplitter()
17637
// - DockNodeTreeFindFallbackLeafNode()
17638
// - DockNodeTreeFindNodeByPos()
17639
//-----------------------------------------------------------------------------
17640
17641
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17642
0
{
17643
0
    ImGuiContext& g = *GImGui;
17644
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17645
17646
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17647
0
    child_0->ParentNode = parent_node;
17648
17649
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17650
0
    child_1->ParentNode = parent_node;
17651
17652
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17653
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17654
0
    parent_node->ChildNodes[0] = child_0;
17655
0
    parent_node->ChildNodes[1] = child_1;
17656
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17657
0
    parent_node->SplitAxis = split_axis;
17658
0
    parent_node->VisibleWindow = NULL;
17659
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17660
17661
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17662
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17663
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17664
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17665
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17666
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17667
17668
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17669
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17670
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17671
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17672
17673
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17674
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17675
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17676
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17677
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17678
0
    child_0->UpdateMergedFlags();
17679
0
    child_1->UpdateMergedFlags();
17680
0
    parent_node->UpdateMergedFlags();
17681
0
    if (child_inheritor->IsCentralNode())
17682
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17683
0
}
17684
17685
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17686
0
{
17687
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17688
0
    ImGuiContext& g = *GImGui;
17689
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17690
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17691
0
    IM_ASSERT(child_0 || child_1);
17692
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17693
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17694
0
    {
17695
0
        IM_ASSERT(parent_node->TabBar == NULL);
17696
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17697
0
    }
17698
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17699
17700
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17701
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17702
0
    if (child_0)
17703
0
    {
17704
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17705
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17706
0
    }
17707
0
    if (child_1)
17708
0
    {
17709
0
        DockNodeMoveWindows(parent_node, child_1);
17710
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17711
0
    }
17712
0
    DockNodeApplyPosSizeToWindows(parent_node);
17713
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17714
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17715
0
    parent_node->SizeRef = backup_last_explicit_size;
17716
17717
    // Flags transfer
17718
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17719
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17720
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17721
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17722
0
    parent_node->UpdateMergedFlags();
17723
17724
0
    if (child_0)
17725
0
    {
17726
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17727
0
        IM_DELETE(child_0);
17728
0
    }
17729
0
    if (child_1)
17730
0
    {
17731
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17732
0
        IM_DELETE(child_1);
17733
0
    }
17734
0
}
17735
17736
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17737
// (Depth-first, Pre-Order)
17738
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17739
0
{
17740
    // During the regular dock node update we write to all nodes.
17741
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17742
0
    ImGuiContext& g = *GImGui;
17743
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17744
0
    if (write_to_node)
17745
0
    {
17746
0
        node->Pos = pos;
17747
0
        node->Size = size;
17748
0
    }
17749
17750
0
    if (node->IsLeafNode())
17751
0
        return;
17752
17753
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17754
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17755
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17756
0
    ImVec2 child_0_size = size, child_1_size = size;
17757
17758
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17759
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17760
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17761
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17762
17763
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17764
0
    {
17765
0
        const float spacing = g.Style.DockingSeparatorSize;
17766
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17767
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17768
17769
        // Size allocation policy
17770
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17771
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17772
17773
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17774
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17775
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17776
17777
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17778
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17779
0
        {
17780
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17781
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17782
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17783
0
        }
17784
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17785
0
        {
17786
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17787
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17788
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17789
0
        }
17790
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17791
0
        {
17792
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17793
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17794
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17795
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17796
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17797
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17798
0
        }
17799
17800
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17801
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17802
0
        {
17803
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17804
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17805
0
        }
17806
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17807
0
        {
17808
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17809
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17810
0
        }
17811
0
        else
17812
0
        {
17813
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17814
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17815
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17816
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17817
0
        }
17818
17819
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17820
0
    }
17821
17822
0
    if (only_write_to_single_node == NULL)
17823
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17824
17825
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17826
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17827
0
    if (child_0_recurse)
17828
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17829
0
    if (child_1_recurse)
17830
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17831
0
}
17832
17833
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17834
0
{
17835
0
    if (node->IsLeafNode())
17836
0
    {
17837
0
        touching_nodes->push_back(node);
17838
0
        return;
17839
0
    }
17840
0
    if (node->ChildNodes[0]->IsVisible)
17841
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17842
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17843
0
    if (node->ChildNodes[1]->IsVisible)
17844
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17845
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17846
0
}
17847
17848
// (Depth-First, Pre-Order)
17849
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17850
0
{
17851
0
    if (node->IsLeafNode())
17852
0
        return;
17853
17854
0
    ImGuiContext& g = *GImGui;
17855
17856
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17857
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17858
0
    if (child_0->IsVisible && child_1->IsVisible)
17859
0
    {
17860
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17861
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17862
0
        IM_ASSERT(axis != ImGuiAxis_None);
17863
0
        ImRect bb;
17864
0
        bb.Min = child_0->Pos;
17865
0
        bb.Max = child_1->Pos;
17866
0
        bb.Min[axis] += child_0->Size[axis];
17867
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17868
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17869
17870
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17871
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17872
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17873
0
        {
17874
0
            ImGuiWindow* window = g.CurrentWindow;
17875
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17876
0
        }
17877
0
        else
17878
0
        {
17879
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17880
            //bb.Max[axis] -= 1;
17881
0
            PushID(node->ID);
17882
17883
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17884
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17885
0
            float min_size = g.Style.WindowMinSize[axis];
17886
0
            float resize_limits[2];
17887
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17888
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17889
17890
0
            ImGuiID splitter_id = GetID("##Splitter");
17891
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17892
0
            {
17893
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17894
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17895
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17896
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17897
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17898
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17899
17900
                // [DEBUG] Render touching nodes & limits
17901
                /*
17902
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17903
                for (int n = 0; n < 2; n++)
17904
                {
17905
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17906
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17907
                    if (axis == ImGuiAxis_X)
17908
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17909
                    else
17910
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17911
                }
17912
                */
17913
0
            }
17914
17915
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17916
0
            float cur_size_0 = child_0->Size[axis];
17917
0
            float cur_size_1 = child_1->Size[axis];
17918
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17919
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17920
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17921
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17922
0
            {
17923
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17924
0
                {
17925
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17926
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17927
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17928
17929
                    // Lock the size of every node that is a sibling of the node we are touching
17930
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17931
0
                    for (int side_n = 0; side_n < 2; side_n++)
17932
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17933
0
                        {
17934
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17935
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17936
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17937
0
                            while (touching_node->ParentNode != node)
17938
0
                            {
17939
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17940
0
                                {
17941
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17942
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17943
0
                                    node_to_preserve->WantLockSizeOnce = true;
17944
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17945
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17946
0
                                }
17947
0
                                touching_node = touching_node->ParentNode;
17948
0
                            }
17949
0
                        }
17950
17951
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17952
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17953
0
                    MarkIniSettingsDirty();
17954
0
                }
17955
0
            }
17956
0
            PopID();
17957
0
        }
17958
0
    }
17959
17960
0
    if (child_0->IsVisible)
17961
0
        DockNodeTreeUpdateSplitter(child_0);
17962
0
    if (child_1->IsVisible)
17963
0
        DockNodeTreeUpdateSplitter(child_1);
17964
0
}
17965
17966
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17967
0
{
17968
0
    if (node->IsLeafNode())
17969
0
        return node;
17970
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17971
0
        return leaf_node;
17972
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17973
0
        return leaf_node;
17974
0
    return NULL;
17975
0
}
17976
17977
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17978
0
{
17979
0
    if (!node->IsVisible)
17980
0
        return NULL;
17981
17982
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17983
0
    ImRect r(node->Pos, node->Pos + node->Size);
17984
0
    r.Expand(dock_spacing * 0.5f);
17985
0
    bool inside = r.Contains(pos);
17986
0
    if (!inside)
17987
0
        return NULL;
17988
17989
0
    if (node->IsLeafNode())
17990
0
        return node;
17991
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17992
0
        return hovered_node;
17993
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17994
0
        return hovered_node;
17995
17996
    // This means we are hovering over the splitter/spacing of a parent node
17997
0
    return node;
17998
0
}
17999
18000
//-----------------------------------------------------------------------------
18001
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
18002
//-----------------------------------------------------------------------------
18003
// - SetWindowDock() [Internal]
18004
// - DockSpace()
18005
// - DockSpaceOverViewport()
18006
//-----------------------------------------------------------------------------
18007
18008
// [Internal] Called via SetNextWindowDockID()
18009
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18010
0
{
18011
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18012
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18013
0
        return;
18014
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18015
18016
0
    if (window->DockId == dock_id)
18017
0
        return;
18018
18019
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18020
0
    ImGuiContext& g = *GImGui;
18021
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
18022
0
        if (new_node->IsSplitNode())
18023
0
        {
18024
            // Policy: Find central node or latest focused node. We first move back to our root node.
18025
0
            new_node = DockNodeGetRootNode(new_node);
18026
0
            if (new_node->CentralNode)
18027
0
            {
18028
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18029
0
                dock_id = new_node->CentralNode->ID;
18030
0
            }
18031
0
            else
18032
0
            {
18033
0
                dock_id = new_node->LastFocusedNodeId;
18034
0
            }
18035
0
        }
18036
18037
0
    if (window->DockId == dock_id)
18038
0
        return;
18039
18040
0
    if (window->DockNode)
18041
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18042
0
    window->DockId = dock_id;
18043
0
}
18044
18045
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18046
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18047
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18048
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18049
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18050
0
{
18051
0
    ImGuiContext& g = *GImGui;
18052
0
    ImGuiWindow* window = GetCurrentWindowRead();
18053
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18054
0
        return 0;
18055
18056
    // Early out if parent window is hidden/collapsed
18057
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18058
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18059
0
    if (window->SkipItems)
18060
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18061
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18062
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18063
18064
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18065
0
    IM_ASSERT(id != 0);
18066
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18067
0
    if (!node)
18068
0
    {
18069
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18070
0
        node = DockContextAddNode(&g, id);
18071
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18072
0
    }
18073
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18074
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18075
0
    node->SharedFlags = flags;
18076
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18077
18078
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18079
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18080
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18081
0
    {
18082
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18083
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18084
0
        return id;
18085
0
    }
18086
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18087
18088
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18089
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18090
0
    {
18091
0
        node->LastFrameAlive = g.FrameCount;
18092
0
        return id;
18093
0
    }
18094
18095
0
    const ImVec2 content_avail = GetContentRegionAvail();
18096
0
    ImVec2 size = ImTrunc(size_arg);
18097
0
    if (size.x <= 0.0f)
18098
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18099
0
    if (size.y <= 0.0f)
18100
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18101
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18102
18103
0
    node->Pos = window->DC.CursorPos;
18104
0
    node->Size = node->SizeRef = size;
18105
0
    SetNextWindowPos(node->Pos);
18106
0
    SetNextWindowSize(node->Size);
18107
0
    g.NextWindowData.PosUndock = false;
18108
18109
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18110
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18111
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18112
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18113
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18114
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18115
18116
0
    char title[256];
18117
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18118
18119
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18120
0
    Begin(title, NULL, window_flags);
18121
0
    PopStyleVar();
18122
18123
0
    ImGuiWindow* host_window = g.CurrentWindow;
18124
0
    DockNodeSetupHostWindow(node, host_window);
18125
0
    host_window->ChildId = window->GetID(title);
18126
0
    node->OnlyNodeWithWindows = NULL;
18127
18128
0
    IM_ASSERT(node->IsRootNode());
18129
18130
    // We need to handle the rare case were a central node is missing.
18131
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18132
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18133
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18134
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18135
    // as it doesn't make sense for an empty dockspace to not have this property.
18136
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18137
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18138
18139
    // Update the node
18140
0
    DockNodeUpdate(node);
18141
18142
0
    End();
18143
18144
0
    ImRect bb(node->Pos, node->Pos + size);
18145
0
    ItemSize(size);
18146
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18147
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18148
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18149
18150
0
    return id;
18151
0
}
18152
18153
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18154
// The limitation with this call is that your window won't have a menu bar.
18155
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18156
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18157
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18158
0
{
18159
0
    if (viewport == NULL)
18160
0
        viewport = GetMainViewport();
18161
18162
0
    SetNextWindowPos(viewport->WorkPos);
18163
0
    SetNextWindowSize(viewport->WorkSize);
18164
0
    SetNextWindowViewport(viewport->ID);
18165
18166
0
    ImGuiWindowFlags host_window_flags = 0;
18167
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18168
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18169
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18170
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18171
18172
0
    char label[32];
18173
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18174
18175
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18176
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18177
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18178
0
    Begin(label, NULL, host_window_flags);
18179
0
    PopStyleVar(3);
18180
18181
0
    ImGuiID dockspace_id = GetID("DockSpace");
18182
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18183
0
    End();
18184
18185
0
    return dockspace_id;
18186
0
}
18187
18188
//-----------------------------------------------------------------------------
18189
// Docking: Builder Functions
18190
//-----------------------------------------------------------------------------
18191
// Very early end-user API to manipulate dock nodes.
18192
// Only available in imgui_internal.h. Expect this API to change/break!
18193
// It is expected that those functions are all called _before_ the dockspace node submission.
18194
//-----------------------------------------------------------------------------
18195
// - DockBuilderDockWindow()
18196
// - DockBuilderGetNode()
18197
// - DockBuilderSetNodePos()
18198
// - DockBuilderSetNodeSize()
18199
// - DockBuilderAddNode()
18200
// - DockBuilderRemoveNode()
18201
// - DockBuilderRemoveNodeChildNodes()
18202
// - DockBuilderRemoveNodeDockedWindows()
18203
// - DockBuilderSplitNode()
18204
// - DockBuilderCopyNodeRec()
18205
// - DockBuilderCopyNode()
18206
// - DockBuilderCopyWindowSettings()
18207
// - DockBuilderCopyDockSpace()
18208
// - DockBuilderFinish()
18209
//-----------------------------------------------------------------------------
18210
18211
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18212
0
{
18213
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18214
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18215
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18216
0
    ImGuiID window_id = ImHashStr(window_name);
18217
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18218
0
    {
18219
        // Apply to created window
18220
0
        ImGuiID prev_node_id = window->DockId;
18221
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18222
0
        if (window->DockId != prev_node_id)
18223
0
            window->DockOrder = -1;
18224
0
    }
18225
0
    else
18226
0
    {
18227
        // Apply to settings
18228
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18229
0
        if (settings == NULL)
18230
0
            settings = CreateNewWindowSettings(window_name);
18231
0
        if (settings->DockId != node_id)
18232
0
            settings->DockOrder = -1;
18233
0
        settings->DockId = node_id;
18234
0
    }
18235
0
}
18236
18237
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18238
0
{
18239
0
    ImGuiContext& g = *GImGui;
18240
0
    return DockContextFindNodeByID(&g, node_id);
18241
0
}
18242
18243
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18244
0
{
18245
0
    ImGuiContext& g = *GImGui;
18246
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18247
0
    if (node == NULL)
18248
0
        return;
18249
0
    node->Pos = pos;
18250
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18251
0
}
18252
18253
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18254
0
{
18255
0
    ImGuiContext& g = *GImGui;
18256
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18257
0
    if (node == NULL)
18258
0
        return;
18259
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18260
0
    node->Size = node->SizeRef = size;
18261
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18262
0
}
18263
18264
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18265
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18266
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18267
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18268
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18269
// - Use (id == 0) to let the system allocate a node identifier.
18270
// - Existing node with a same id will be removed.
18271
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18272
0
{
18273
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18274
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18275
18276
0
    if (node_id != 0)
18277
0
        DockBuilderRemoveNode(node_id);
18278
18279
0
    ImGuiDockNode* node = NULL;
18280
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18281
0
    {
18282
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18283
0
        node = DockContextFindNodeByID(&g, node_id);
18284
0
    }
18285
0
    else
18286
0
    {
18287
0
        node = DockContextAddNode(&g, node_id);
18288
0
        node->SetLocalFlags(flags);
18289
0
    }
18290
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18291
0
    return node->ID;
18292
0
}
18293
18294
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18295
0
{
18296
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18297
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18298
18299
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18300
0
    if (node == NULL)
18301
0
        return;
18302
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18303
0
    DockBuilderRemoveNodeChildNodes(node_id);
18304
    // Node may have moved or deleted if e.g. any merge happened
18305
0
    node = DockContextFindNodeByID(&g, node_id);
18306
0
    if (node == NULL)
18307
0
        return;
18308
0
    if (node->IsCentralNode() && node->ParentNode)
18309
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18310
0
    DockContextRemoveNode(&g, node, true);
18311
0
}
18312
18313
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18314
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18315
0
{
18316
0
    ImGuiContext& g = *GImGui;
18317
0
    ImGuiDockContext* dc = &g.DockContext;
18318
18319
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18320
0
    if (root_id && root_node == NULL)
18321
0
        return;
18322
0
    bool has_central_node = false;
18323
18324
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18325
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18326
18327
    // Process active windows
18328
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18329
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18330
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18331
0
        {
18332
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18333
0
            if (want_removal)
18334
0
            {
18335
0
                if (node->IsCentralNode())
18336
0
                    has_central_node = true;
18337
0
                if (root_id != 0)
18338
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18339
0
                if (root_node)
18340
0
                {
18341
0
                    DockNodeMoveWindows(root_node, node);
18342
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18343
0
                }
18344
0
                nodes_to_remove.push_back(node);
18345
0
            }
18346
0
        }
18347
18348
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18349
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18350
0
    if (root_node)
18351
0
    {
18352
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18353
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18354
0
    }
18355
18356
    // Apply to settings
18357
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18358
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18359
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18360
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18361
0
                {
18362
0
                    settings->DockId = root_id;
18363
0
                    break;
18364
0
                }
18365
18366
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18367
0
    if (nodes_to_remove.Size > 1)
18368
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18369
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18370
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18371
18372
0
    if (root_id == 0)
18373
0
    {
18374
0
        dc->Nodes.Clear();
18375
0
        dc->Requests.clear();
18376
0
    }
18377
0
    else if (has_central_node)
18378
0
    {
18379
0
        root_node->CentralNode = root_node;
18380
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18381
0
    }
18382
0
}
18383
18384
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18385
0
{
18386
    // Clear references in settings
18387
0
    ImGuiContext& g = *GImGui;
18388
0
    if (clear_settings_refs)
18389
0
    {
18390
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18391
0
        {
18392
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18393
0
            if (!want_removal && settings->DockId != 0)
18394
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18395
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18396
0
                        want_removal = true;
18397
0
            if (want_removal)
18398
0
                settings->DockId = 0;
18399
0
        }
18400
0
    }
18401
18402
    // Clear references in windows
18403
0
    for (int n = 0; n < g.Windows.Size; n++)
18404
0
    {
18405
0
        ImGuiWindow* window = g.Windows[n];
18406
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18407
0
        if (want_removal)
18408
0
        {
18409
0
            const ImGuiID backup_dock_id = window->DockId;
18410
0
            IM_UNUSED(backup_dock_id);
18411
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18412
0
            if (!clear_settings_refs)
18413
0
                IM_ASSERT(window->DockId == backup_dock_id);
18414
0
        }
18415
0
    }
18416
0
}
18417
18418
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18419
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18420
// FIXME-DOCK: We are not exposing nor using split_outer.
18421
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18422
0
{
18423
0
    ImGuiContext& g = *GImGui;
18424
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18425
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18426
18427
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18428
0
    if (node == NULL)
18429
0
    {
18430
0
        IM_ASSERT(node != NULL);
18431
0
        return 0;
18432
0
    }
18433
18434
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18435
18436
0
    ImGuiDockRequest req;
18437
0
    req.Type = ImGuiDockRequestType_Split;
18438
0
    req.DockTargetWindow = NULL;
18439
0
    req.DockTargetNode = node;
18440
0
    req.DockPayload = NULL;
18441
0
    req.DockSplitDir = split_dir;
18442
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18443
0
    req.DockSplitOuter = false;
18444
0
    DockContextProcessDock(&g, &req);
18445
18446
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18447
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18448
0
    if (out_id_at_dir)
18449
0
        *out_id_at_dir = id_at_dir;
18450
0
    if (out_id_at_opposite_dir)
18451
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18452
0
    return id_at_dir;
18453
0
}
18454
18455
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18456
0
{
18457
0
    ImGuiContext& g = *GImGui;
18458
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18459
0
    dst_node->SharedFlags = src_node->SharedFlags;
18460
0
    dst_node->LocalFlags = src_node->LocalFlags;
18461
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18462
0
    dst_node->Pos = src_node->Pos;
18463
0
    dst_node->Size = src_node->Size;
18464
0
    dst_node->SizeRef = src_node->SizeRef;
18465
0
    dst_node->SplitAxis = src_node->SplitAxis;
18466
0
    dst_node->UpdateMergedFlags();
18467
18468
0
    out_node_remap_pairs->push_back(src_node->ID);
18469
0
    out_node_remap_pairs->push_back(dst_node->ID);
18470
18471
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18472
0
        if (src_node->ChildNodes[child_n])
18473
0
        {
18474
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18475
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18476
0
        }
18477
18478
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18479
0
    return dst_node;
18480
0
}
18481
18482
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18483
0
{
18484
0
    ImGuiContext& g = *GImGui;
18485
0
    IM_ASSERT(src_node_id != 0);
18486
0
    IM_ASSERT(dst_node_id != 0);
18487
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18488
18489
0
    DockBuilderRemoveNode(dst_node_id);
18490
18491
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18492
0
    IM_ASSERT(src_node != NULL);
18493
18494
0
    out_node_remap_pairs->clear();
18495
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18496
18497
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18498
0
}
18499
18500
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18501
0
{
18502
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18503
0
    if (src_window == NULL)
18504
0
        return;
18505
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18506
0
    {
18507
0
        dst_window->Pos = src_window->Pos;
18508
0
        dst_window->Size = src_window->Size;
18509
0
        dst_window->SizeFull = src_window->SizeFull;
18510
0
        dst_window->Collapsed = src_window->Collapsed;
18511
0
    }
18512
0
    else
18513
0
    {
18514
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18515
0
        if (!dst_settings)
18516
0
            dst_settings = CreateNewWindowSettings(dst_name);
18517
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18518
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18519
0
        {
18520
0
            dst_settings->ViewportPos = window_pos_2ih;
18521
0
            dst_settings->ViewportId = src_window->ViewportId;
18522
0
            dst_settings->Pos = ImVec2ih(0, 0);
18523
0
        }
18524
0
        else
18525
0
        {
18526
0
            dst_settings->Pos = window_pos_2ih;
18527
0
        }
18528
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18529
0
        dst_settings->Collapsed = src_window->Collapsed;
18530
0
    }
18531
0
}
18532
18533
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18534
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18535
0
{
18536
0
    ImGuiContext& g = *GImGui;
18537
0
    IM_ASSERT(src_dockspace_id != 0);
18538
0
    IM_ASSERT(dst_dockspace_id != 0);
18539
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18540
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18541
18542
    // Duplicate entire dock
18543
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18544
    // whereas we could attempt to at least keep them together in a new, same floating node.
18545
0
    ImVector<ImGuiID> node_remap_pairs;
18546
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18547
18548
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18549
    // (The windows associated to src_dockspace_id are staying in place)
18550
0
    ImVector<ImGuiID> src_windows;
18551
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18552
0
    {
18553
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18554
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18555
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18556
0
        src_windows.push_back(src_window_id);
18557
18558
        // Search in the remapping tables
18559
0
        ImGuiID src_dock_id = 0;
18560
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18561
0
            src_dock_id = src_window->DockId;
18562
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18563
0
            src_dock_id = src_window_settings->DockId;
18564
0
        ImGuiID dst_dock_id = 0;
18565
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18566
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18567
0
            {
18568
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18569
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18570
0
                break;
18571
0
            }
18572
18573
0
        if (dst_dock_id != 0)
18574
0
        {
18575
            // Docked windows gets redocked into the new node hierarchy.
18576
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18577
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18578
0
        }
18579
0
        else
18580
0
        {
18581
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18582
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18583
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18584
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18585
0
        }
18586
0
    }
18587
18588
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18589
    // Find those windows and move to them to the cloned dock node. This may be optional?
18590
    // Dock those are a second step as undocking would invalidate source dock nodes.
18591
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18592
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18593
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18594
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18595
0
        {
18596
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18597
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18598
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18599
0
            {
18600
0
                ImGuiWindow* window = node->Windows[window_n];
18601
0
                if (src_windows.contains(window->ID))
18602
0
                    continue;
18603
18604
                // Docked windows gets redocked into the new node hierarchy.
18605
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18606
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18607
0
            }
18608
0
        }
18609
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18610
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18611
0
}
18612
18613
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18614
void ImGui::DockBuilderFinish(ImGuiID root_id)
18615
0
{
18616
0
    ImGuiContext& g = *GImGui;
18617
    //DockContextRebuild(&g);
18618
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18619
0
}
18620
18621
//-----------------------------------------------------------------------------
18622
// Docking: Begin/End Support Functions (called from Begin/End)
18623
//-----------------------------------------------------------------------------
18624
// - GetWindowAlwaysWantOwnTabBar()
18625
// - DockContextBindNodeToWindow()
18626
// - BeginDocked()
18627
// - BeginDockableDragDropSource()
18628
// - BeginDockableDragDropTarget()
18629
//-----------------------------------------------------------------------------
18630
18631
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18632
115k
{
18633
115k
    ImGuiContext& g = *GImGui;
18634
115k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18635
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18636
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18637
0
                return true;
18638
115k
    return false;
18639
115k
}
18640
18641
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18642
0
{
18643
0
    ImGuiContext& g = *ctx;
18644
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18645
0
    IM_ASSERT(window->DockNode == NULL);
18646
18647
    // We should not be docking into a split node (SetWindowDock should avoid this)
18648
0
    if (node && node->IsSplitNode())
18649
0
    {
18650
0
        DockContextProcessUndockWindow(ctx, window);
18651
0
        return NULL;
18652
0
    }
18653
18654
    // Create node
18655
0
    if (node == NULL)
18656
0
    {
18657
0
        node = DockContextAddNode(ctx, window->DockId);
18658
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18659
0
        node->LastFrameAlive = g.FrameCount;
18660
0
    }
18661
18662
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18663
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18664
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18665
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18666
0
    if (!node->IsVisible)
18667
0
    {
18668
0
        ImGuiDockNode* ancestor_node = node;
18669
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18670
0
            ancestor_node = ancestor_node->ParentNode;
18671
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18672
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18673
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18674
0
    }
18675
18676
    // Add window to node
18677
0
    bool node_was_visible = node->IsVisible;
18678
0
    DockNodeAddWindow(node, window, true);
18679
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18680
0
    IM_ASSERT(node == window->DockNode);
18681
0
    return node;
18682
0
}
18683
18684
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18685
0
{
18686
0
    ImGuiContext& g = *GImGui;
18687
18688
    // Clear fields ahead so most early-out paths don't have to do it
18689
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18690
18691
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18692
0
    if (auto_dock_node)
18693
0
    {
18694
0
        if (window->DockId == 0)
18695
0
        {
18696
0
            IM_ASSERT(window->DockNode == NULL);
18697
0
            window->DockId = DockContextGenNodeID(&g);
18698
0
        }
18699
0
    }
18700
0
    else
18701
0
    {
18702
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18703
0
        bool want_undock = false;
18704
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18705
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18706
0
        if (want_undock)
18707
0
        {
18708
0
            DockContextProcessUndockWindow(&g, window);
18709
0
            return;
18710
0
        }
18711
0
    }
18712
18713
    // Bind to our dock node
18714
0
    ImGuiDockNode* node = window->DockNode;
18715
0
    if (node != NULL)
18716
0
        IM_ASSERT(window->DockId == node->ID);
18717
0
    if (window->DockId != 0 && node == NULL)
18718
0
    {
18719
0
        node = DockContextBindNodeToWindow(&g, window);
18720
0
        if (node == NULL)
18721
0
            return;
18722
0
    }
18723
18724
#if 0
18725
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18726
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18727
    {
18728
        DockContextProcessUndockWindow(ctx, window);
18729
        return;
18730
    }
18731
#endif
18732
18733
    // Undock if our dockspace node disappeared
18734
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18735
0
    if (node->LastFrameAlive < g.FrameCount)
18736
0
    {
18737
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18738
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18739
0
        if (root_node->LastFrameAlive < g.FrameCount)
18740
0
            DockContextProcessUndockWindow(&g, window);
18741
0
        else
18742
0
            window->DockIsActive = true;
18743
0
        return;
18744
0
    }
18745
18746
    // Store style overrides
18747
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18748
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18749
18750
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18751
    // and never create neither a host window neither a tab bar.
18752
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18753
0
    if (node->HostWindow == NULL)
18754
0
    {
18755
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18756
0
            window->DockIsActive = true;
18757
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18758
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18759
0
        return;
18760
0
    }
18761
18762
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18763
0
    IM_ASSERT(node->HostWindow);
18764
0
    IM_ASSERT(node->IsLeafNode());
18765
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18766
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18767
18768
    // Undock if we are submitted earlier than the host window
18769
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18770
0
    {
18771
0
        DockContextProcessUndockWindow(&g, window);
18772
0
        return;
18773
0
    }
18774
18775
    // Position/Size window
18776
0
    SetNextWindowPos(node->Pos);
18777
0
    SetNextWindowSize(node->Size);
18778
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18779
0
    window->DockIsActive = true;
18780
0
    window->DockNodeIsVisible = true;
18781
0
    window->DockTabIsVisible = false;
18782
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18783
0
        return;
18784
18785
    // When the window is selected we mark it as visible.
18786
0
    if (node->VisibleWindow == window)
18787
0
        window->DockTabIsVisible = true;
18788
18789
    // Update window flag
18790
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18791
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
18792
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
18793
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18794
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18795
0
    else
18796
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18797
18798
    // Save new dock order only if the window has been visible once already
18799
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18800
0
    if (node->TabBar && window->WasActive)
18801
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18802
18803
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18804
0
        *p_open = false;
18805
18806
    // Update ChildId to allow returning from Child to Parent with Escape
18807
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18808
0
    window->ChildId = parent_window->GetID(window->Name);
18809
0
}
18810
18811
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18812
195
{
18813
195
    ImGuiContext& g = *GImGui;
18814
195
    IM_ASSERT(g.ActiveId == window->MoveId);
18815
195
    IM_ASSERT(g.MovingWindow == window);
18816
195
    IM_ASSERT(g.CurrentWindow == window);
18817
18818
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18819
195
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18820
0
    {
18821
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18822
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18823
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18824
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18825
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18826
0
        return;
18827
0
    }
18828
18829
195
    g.LastItemData.ID = window->MoveId;
18830
195
    window = window->RootWindowDockTree;
18831
195
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18832
195
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18833
195
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18834
92
    {
18835
92
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18836
92
        EndDragDropSource();
18837
18838
        // Store style overrides
18839
644
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18840
552
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18841
92
    }
18842
195
}
18843
18844
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18845
147
{
18846
147
    ImGuiContext& g = *GImGui;
18847
18848
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18849
147
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18850
147
    if (!g.DragDropActive)
18851
0
        return;
18852
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18853
147
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18854
139
        return;
18855
18856
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18857
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18858
8
    const ImGuiPayload* payload = &g.DragDropPayload;
18859
8
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18860
0
    {
18861
0
        EndDragDropTarget();
18862
0
        return;
18863
0
    }
18864
18865
8
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18866
8
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18867
8
    {
18868
        // Select target node
18869
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18870
8
        bool dock_into_floating_window = false;
18871
8
        ImGuiDockNode* node = NULL;
18872
8
        if (window->DockNodeAsHost)
18873
0
        {
18874
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18875
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18876
18877
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18878
            // In this case we need to fallback into any leaf mode, possibly the central node.
18879
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18880
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18881
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18882
0
        }
18883
8
        else
18884
8
        {
18885
8
            if (window->DockNode)
18886
0
                node = window->DockNode;
18887
8
            else
18888
8
                dock_into_floating_window = true; // Dock into a regular window
18889
8
        }
18890
18891
8
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18892
8
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18893
18894
        // Preview docking request and find out split direction/ratio
18895
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18896
8
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18897
8
        if (do_preview && (node != NULL || dock_into_floating_window))
18898
0
        {
18899
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18900
0
            ImGuiDockPreviewData split_inner;
18901
0
            ImGuiDockPreviewData split_outer;
18902
0
            ImGuiDockPreviewData* split_data = &split_inner;
18903
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18904
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18905
0
                {
18906
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18907
0
                    if (split_outer.IsSplitDirExplicit)
18908
0
                        split_data = &split_outer;
18909
0
                }
18910
0
            if (!node || node->IsLeafNode())
18911
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18912
0
            if (split_data == &split_outer)
18913
0
                split_inner.IsDropAllowed = false;
18914
18915
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18916
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18917
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18918
18919
            // Queue docking request
18920
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18921
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18922
0
        }
18923
8
    }
18924
8
    EndDragDropTarget();
18925
8
}
18926
18927
//-----------------------------------------------------------------------------
18928
// Docking: Settings
18929
//-----------------------------------------------------------------------------
18930
// - DockSettingsRenameNodeReferences()
18931
// - DockSettingsRemoveNodeReferences()
18932
// - DockSettingsFindNodeSettings()
18933
// - DockSettingsHandler_ApplyAll()
18934
// - DockSettingsHandler_ReadOpen()
18935
// - DockSettingsHandler_ReadLine()
18936
// - DockSettingsHandler_DockNodeToSettings()
18937
// - DockSettingsHandler_WriteAll()
18938
//-----------------------------------------------------------------------------
18939
18940
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18941
0
{
18942
0
    ImGuiContext& g = *GImGui;
18943
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18944
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18945
0
    {
18946
0
        ImGuiWindow* window = g.Windows[window_n];
18947
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18948
0
            window->DockId = new_node_id;
18949
0
    }
18950
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18951
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18952
0
        if (settings->DockId == old_node_id)
18953
0
            settings->DockId = new_node_id;
18954
0
}
18955
18956
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18957
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18958
0
{
18959
0
    ImGuiContext& g = *GImGui;
18960
0
    int found = 0;
18961
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18962
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18963
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18964
0
            if (settings->DockId == node_ids[node_n])
18965
0
            {
18966
0
                settings->DockId = 0;
18967
0
                settings->DockOrder = -1;
18968
0
                if (++found < node_ids_count)
18969
0
                    break;
18970
0
                return;
18971
0
            }
18972
0
}
18973
18974
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18975
0
{
18976
    // FIXME-OPT
18977
0
    ImGuiDockContext* dc = &ctx->DockContext;
18978
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18979
0
        if (dc->NodesSettings[n].ID == id)
18980
0
            return &dc->NodesSettings[n];
18981
0
    return NULL;
18982
0
}
18983
18984
// Clear settings data
18985
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18986
0
{
18987
0
    ImGuiDockContext* dc = &ctx->DockContext;
18988
0
    dc->NodesSettings.clear();
18989
0
    DockContextClearNodes(ctx, 0, true);
18990
0
}
18991
18992
// Recreate nodes based on settings data
18993
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18994
0
{
18995
    // Prune settings at boot time only
18996
0
    ImGuiDockContext* dc = &ctx->DockContext;
18997
0
    if (ctx->Windows.Size == 0)
18998
0
        DockContextPruneUnusedSettingsNodes(ctx);
18999
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
19000
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
19001
0
}
19002
19003
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19004
0
{
19005
0
    if (strcmp(name, "Data") != 0)
19006
0
        return NULL;
19007
0
    return (void*)1;
19008
0
}
19009
19010
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19011
0
{
19012
0
    char c = 0;
19013
0
    int x = 0, y = 0;
19014
0
    int r = 0;
19015
19016
    // Parsing, e.g.
19017
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19018
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19019
    // Important: this code expect currently fields in a fixed order.
19020
0
    ImGuiDockNodeSettings node;
19021
0
    line = ImStrSkipBlank(line);
19022
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19023
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19024
0
    else return;
19025
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19026
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19027
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19028
0
    if (node.ParentNodeId == 0)
19029
0
    {
19030
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19031
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19032
0
    }
19033
0
    else
19034
0
    {
19035
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19036
0
    }
19037
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19038
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19039
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19040
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19041
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19042
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19043
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19044
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19045
0
    if (node.ParentNodeId != 0)
19046
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19047
0
            node.Depth = parent_settings->Depth + 1;
19048
0
    ctx->DockContext.NodesSettings.push_back(node);
19049
0
}
19050
19051
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19052
0
{
19053
0
    ImGuiDockNodeSettings node_settings;
19054
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19055
0
    node_settings.ID = node->ID;
19056
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19057
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19058
0
    node_settings.SelectedTabId = node->SelectedTabId;
19059
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19060
0
    node_settings.Depth = (char)depth;
19061
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19062
0
    node_settings.Pos = ImVec2ih(node->Pos);
19063
0
    node_settings.Size = ImVec2ih(node->Size);
19064
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19065
0
    dc->NodesSettings.push_back(node_settings);
19066
0
    if (node->ChildNodes[0])
19067
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19068
0
    if (node->ChildNodes[1])
19069
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19070
0
}
19071
19072
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19073
0
{
19074
0
    ImGuiContext& g = *ctx;
19075
0
    ImGuiDockContext* dc = &ctx->DockContext;
19076
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19077
0
        return;
19078
19079
    // Gather settings data
19080
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19081
0
    dc->NodesSettings.resize(0);
19082
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19083
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19084
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19085
0
            if (node->IsRootNode())
19086
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19087
19088
0
    int max_depth = 0;
19089
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19090
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19091
19092
    // Write to text buffer
19093
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19094
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19095
0
    {
19096
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19097
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19098
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19099
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19100
0
        if (node_settings->ParentNodeId)
19101
0
        {
19102
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19103
0
        }
19104
0
        else
19105
0
        {
19106
0
            if (node_settings->ParentWindowId)
19107
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19108
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19109
0
        }
19110
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19111
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19112
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19113
0
            buf->appendf(" NoResize=1");
19114
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19115
0
            buf->appendf(" CentralNode=1");
19116
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19117
0
            buf->appendf(" NoTabBar=1");
19118
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19119
0
            buf->appendf(" HiddenTabBar=1");
19120
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19121
0
            buf->appendf(" NoWindowMenuButton=1");
19122
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19123
0
            buf->appendf(" NoCloseButton=1");
19124
0
        if (node_settings->SelectedTabId)
19125
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19126
19127
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19128
0
        if (g.IO.ConfigDebugIniSettings)
19129
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19130
0
            {
19131
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19132
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19133
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19134
                // Iterate settings so we can give info about windows that didn't exist during the session.
19135
0
                int contains_window = 0;
19136
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19137
0
                    if (settings->DockId == node_settings->ID)
19138
0
                    {
19139
0
                        if (contains_window++ == 0)
19140
0
                            buf->appendf(" ; contains ");
19141
0
                        buf->appendf("'%s' ", settings->GetName());
19142
0
                    }
19143
0
            }
19144
19145
0
        buf->appendf("\n");
19146
0
    }
19147
0
    buf->appendf("\n");
19148
0
}
19149
19150
19151
//-----------------------------------------------------------------------------
19152
// [SECTION] PLATFORM DEPENDENT HELPERS
19153
//-----------------------------------------------------------------------------
19154
19155
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19156
19157
#ifdef _MSC_VER
19158
#pragma comment(lib, "user32")
19159
#pragma comment(lib, "kernel32")
19160
#endif
19161
19162
// Win32 clipboard implementation
19163
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19164
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19165
{
19166
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19167
    g.ClipboardHandlerData.clear();
19168
    if (!::OpenClipboard(NULL))
19169
        return NULL;
19170
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19171
    if (wbuf_handle == NULL)
19172
    {
19173
        ::CloseClipboard();
19174
        return NULL;
19175
    }
19176
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19177
    {
19178
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19179
        g.ClipboardHandlerData.resize(buf_len);
19180
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19181
    }
19182
    ::GlobalUnlock(wbuf_handle);
19183
    ::CloseClipboard();
19184
    return g.ClipboardHandlerData.Data;
19185
}
19186
19187
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19188
{
19189
    if (!::OpenClipboard(NULL))
19190
        return;
19191
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19192
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19193
    if (wbuf_handle == NULL)
19194
    {
19195
        ::CloseClipboard();
19196
        return;
19197
    }
19198
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19199
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19200
    ::GlobalUnlock(wbuf_handle);
19201
    ::EmptyClipboard();
19202
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19203
        ::GlobalFree(wbuf_handle);
19204
    ::CloseClipboard();
19205
}
19206
19207
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19208
19209
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19210
static PasteboardRef main_clipboard = 0;
19211
19212
// OSX clipboard implementation
19213
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19214
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19215
{
19216
    if (!main_clipboard)
19217
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19218
    PasteboardClear(main_clipboard);
19219
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19220
    if (cf_data)
19221
    {
19222
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19223
        CFRelease(cf_data);
19224
    }
19225
}
19226
19227
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19228
{
19229
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19230
    if (!main_clipboard)
19231
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19232
    PasteboardSynchronize(main_clipboard);
19233
19234
    ItemCount item_count = 0;
19235
    PasteboardGetItemCount(main_clipboard, &item_count);
19236
    for (ItemCount i = 0; i < item_count; i++)
19237
    {
19238
        PasteboardItemID item_id = 0;
19239
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19240
        CFArrayRef flavor_type_array = 0;
19241
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19242
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19243
        {
19244
            CFDataRef cf_data;
19245
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19246
            {
19247
                g.ClipboardHandlerData.clear();
19248
                int length = (int)CFDataGetLength(cf_data);
19249
                g.ClipboardHandlerData.resize(length + 1);
19250
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19251
                g.ClipboardHandlerData[length] = 0;
19252
                CFRelease(cf_data);
19253
                return g.ClipboardHandlerData.Data;
19254
            }
19255
        }
19256
    }
19257
    return NULL;
19258
}
19259
19260
#else
19261
19262
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19263
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19264
0
{
19265
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19266
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19267
0
}
19268
19269
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19270
0
{
19271
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19272
0
    g.ClipboardHandlerData.clear();
19273
0
    const char* text_end = text + strlen(text);
19274
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19275
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19276
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19277
0
}
19278
19279
#endif
19280
19281
// Win32 API IME support (for Asian languages, etc.)
19282
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19283
19284
#include <imm.h>
19285
#ifdef _MSC_VER
19286
#pragma comment(lib, "imm32")
19287
#endif
19288
19289
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19290
{
19291
    // Notify OS Input Method Editor of text input position
19292
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19293
    if (hwnd == 0)
19294
        return;
19295
19296
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19297
    if (HIMC himc = ::ImmGetContext(hwnd))
19298
    {
19299
        COMPOSITIONFORM composition_form = {};
19300
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19301
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19302
        composition_form.dwStyle = CFS_FORCE_POSITION;
19303
        ::ImmSetCompositionWindow(himc, &composition_form);
19304
        CANDIDATEFORM candidate_form = {};
19305
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19306
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19307
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19308
        ::ImmSetCandidateWindow(himc, &candidate_form);
19309
        ::ImmReleaseContext(hwnd, himc);
19310
    }
19311
}
19312
19313
#else
19314
19315
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19316
19317
#endif
19318
19319
//-----------------------------------------------------------------------------
19320
// [SECTION] METRICS/DEBUGGER WINDOW
19321
//-----------------------------------------------------------------------------
19322
// - RenderViewportThumbnail() [Internal]
19323
// - RenderViewportsThumbnails() [Internal]
19324
// - DebugTextEncoding()
19325
// - MetricsHelpMarker() [Internal]
19326
// - ShowFontAtlas() [Internal]
19327
// - ShowMetricsWindow()
19328
// - DebugNodeColumns() [Internal]
19329
// - DebugNodeDockNode() [Internal]
19330
// - DebugNodeDrawList() [Internal]
19331
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19332
// - DebugNodeFont() [Internal]
19333
// - DebugNodeFontGlyph() [Internal]
19334
// - DebugNodeStorage() [Internal]
19335
// - DebugNodeTabBar() [Internal]
19336
// - DebugNodeViewport() [Internal]
19337
// - DebugNodeWindow() [Internal]
19338
// - DebugNodeWindowSettings() [Internal]
19339
// - DebugNodeWindowsList() [Internal]
19340
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19341
//-----------------------------------------------------------------------------
19342
19343
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19344
19345
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19346
0
{
19347
0
    ImGuiContext& g = *GImGui;
19348
0
    ImGuiWindow* window = g.CurrentWindow;
19349
19350
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19351
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19352
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19353
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19354
0
    for (ImGuiWindow* thumb_window : g.Windows)
19355
0
    {
19356
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19357
0
            continue;
19358
0
        if (thumb_window->Viewport != viewport)
19359
0
            continue;
19360
19361
0
        ImRect thumb_r = thumb_window->Rect();
19362
0
        ImRect title_r = thumb_window->TitleBarRect();
19363
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19364
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19365
0
        thumb_r.ClipWithFull(bb);
19366
0
        title_r.ClipWithFull(bb);
19367
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19368
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19369
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19370
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19371
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19372
0
    }
19373
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19374
0
}
19375
19376
static void RenderViewportsThumbnails()
19377
0
{
19378
0
    ImGuiContext& g = *GImGui;
19379
0
    ImGuiWindow* window = g.CurrentWindow;
19380
19381
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19382
0
    float SCALE = 1.0f / 8.0f;
19383
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19384
0
    for (ImGuiViewportP* viewport : g.Viewports)
19385
0
        bb_full.Add(viewport->GetMainRect());
19386
0
    ImVec2 p = window->DC.CursorPos;
19387
0
    ImVec2 off = p - bb_full.Min * SCALE;
19388
0
    for (ImGuiViewportP* viewport : g.Viewports)
19389
0
    {
19390
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19391
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19392
0
    }
19393
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19394
0
}
19395
19396
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19397
0
{
19398
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19399
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19400
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19401
0
}
19402
19403
// Draw an arbitrary US keyboard layout to visualize translated keys
19404
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19405
0
{
19406
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19407
0
    const float  key_rounding = 3.0f;
19408
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19409
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19410
0
    const float  key_face_rounding = 2.0f;
19411
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19412
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19413
0
    const float  key_row_offset = 9.0f;
19414
19415
0
    ImVec2 board_min = GetCursorScreenPos();
19416
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19417
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19418
19419
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19420
0
    const KeyLayoutData keys_to_display[] =
19421
0
    {
19422
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19423
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19424
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19425
0
    };
19426
19427
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19428
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19429
0
    Dummy(board_max - board_min);
19430
0
    if (!IsItemVisible())
19431
0
        return;
19432
0
    draw_list->PushClipRect(board_min, board_max, true);
19433
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19434
0
    {
19435
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19436
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19437
0
        ImVec2 key_max = key_min + key_size;
19438
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19439
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19440
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19441
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19442
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19443
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19444
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19445
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19446
0
        if (IsKeyDown(key_data->Key))
19447
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19448
0
    }
19449
0
    draw_list->PopClipRect();
19450
0
}
19451
19452
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19453
void ImGui::DebugTextEncoding(const char* str)
19454
0
{
19455
0
    Text("Text: \"%s\"", str);
19456
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19457
0
        return;
19458
0
    TableSetupColumn("Offset");
19459
0
    TableSetupColumn("UTF-8");
19460
0
    TableSetupColumn("Glyph");
19461
0
    TableSetupColumn("Codepoint");
19462
0
    TableHeadersRow();
19463
0
    for (const char* p = str; *p != 0; )
19464
0
    {
19465
0
        unsigned int c;
19466
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19467
0
        TableNextColumn();
19468
0
        Text("%d", (int)(p - str));
19469
0
        TableNextColumn();
19470
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19471
0
        {
19472
0
            if (byte_index > 0)
19473
0
                SameLine();
19474
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19475
0
        }
19476
0
        TableNextColumn();
19477
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19478
0
            TextUnformatted(p, p + c_utf8_len);
19479
0
        else
19480
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19481
0
        TableNextColumn();
19482
0
        Text("U+%04X", (int)c);
19483
0
        p += c_utf8_len;
19484
0
    }
19485
0
    EndTable();
19486
0
}
19487
19488
static void DebugFlashStyleColorStop()
19489
0
{
19490
0
    ImGuiContext& g = *GImGui;
19491
0
    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
19492
0
        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
19493
0
    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
19494
0
}
19495
19496
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
19497
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
19498
0
{
19499
0
    ImGuiContext& g = *GImGui;
19500
0
    DebugFlashStyleColorStop();
19501
0
    g.DebugFlashStyleColorTime = 0.5f;
19502
0
    g.DebugFlashStyleColorIdx = idx;
19503
0
    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
19504
0
}
19505
19506
void ImGui::UpdateDebugToolFlashStyleColor()
19507
55.0k
{
19508
55.0k
    ImGuiContext& g = *GImGui;
19509
55.0k
    if (g.DebugFlashStyleColorTime <= 0.0f)
19510
55.0k
        return;
19511
0
    ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
19512
0
    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
19513
0
    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
19514
0
        DebugFlashStyleColorStop();
19515
0
}
19516
19517
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19518
static void MetricsHelpMarker(const char* desc)
19519
0
{
19520
0
    ImGui::TextDisabled("(?)");
19521
0
    if (ImGui::BeginItemTooltip())
19522
0
    {
19523
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19524
0
        ImGui::TextUnformatted(desc);
19525
0
        ImGui::PopTextWrapPos();
19526
0
        ImGui::EndTooltip();
19527
0
    }
19528
0
}
19529
19530
// [DEBUG] List fonts in a font atlas and display its texture
19531
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19532
0
{
19533
0
    for (ImFont* font : atlas->Fonts)
19534
0
    {
19535
0
        PushID(font);
19536
0
        DebugNodeFont(font);
19537
0
        PopID();
19538
0
    }
19539
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19540
0
    {
19541
0
        ImGuiContext& g = *GImGui;
19542
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19543
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19544
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19545
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19546
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19547
0
        TreePop();
19548
0
    }
19549
0
}
19550
19551
void ImGui::ShowMetricsWindow(bool* p_open)
19552
0
{
19553
0
    ImGuiContext& g = *GImGui;
19554
0
    ImGuiIO& io = g.IO;
19555
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19556
0
    if (cfg->ShowDebugLog)
19557
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19558
0
    if (cfg->ShowIDStackTool)
19559
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19560
19561
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19562
0
    {
19563
0
        End();
19564
0
        return;
19565
0
    }
19566
19567
    // Basic info
19568
0
    Text("Dear ImGui %s", GetVersion());
19569
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19570
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19571
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19572
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19573
19574
0
    Separator();
19575
19576
    // Debugging enums
19577
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19578
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19579
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19580
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19581
0
    if (cfg->ShowWindowsRectsType < 0)
19582
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19583
0
    if (cfg->ShowTablesRectsType < 0)
19584
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19585
19586
0
    struct Funcs
19587
0
    {
19588
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19589
0
        {
19590
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19591
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19592
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19593
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19594
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19595
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19596
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19597
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19598
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19599
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19600
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19601
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19602
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19603
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19604
0
            IM_ASSERT(0);
19605
0
            return ImRect();
19606
0
        }
19607
19608
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19609
0
        {
19610
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19611
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19612
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19613
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19614
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19615
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19616
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19617
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19618
0
            IM_ASSERT(0);
19619
0
            return ImRect();
19620
0
        }
19621
0
    };
19622
19623
    // Tools
19624
0
    if (TreeNode("Tools"))
19625
0
    {
19626
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19627
0
        SameLine();
19628
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19629
0
        if (show_encoding_viewer)
19630
0
        {
19631
0
            static char buf[100] = "";
19632
0
            SetNextItemWidth(-FLT_MIN);
19633
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19634
0
            if (buf[0] != 0)
19635
0
                DebugTextEncoding(buf);
19636
0
            TreePop();
19637
0
        }
19638
19639
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19640
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19641
0
            DebugStartItemPicker();
19642
0
        SameLine();
19643
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19644
19645
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19646
0
        SameLine();
19647
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19648
19649
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19650
0
        SameLine();
19651
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19652
19653
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19654
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19655
0
        SameLine();
19656
0
        SetNextItemWidth(GetFontSize() * 12);
19657
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19658
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19659
0
        {
19660
0
            BulletText("'%s':", g.NavWindow->Name);
19661
0
            Indent();
19662
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19663
0
            {
19664
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19665
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19666
0
            }
19667
0
            Unindent();
19668
0
        }
19669
19670
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19671
0
        SameLine();
19672
0
        SetNextItemWidth(GetFontSize() * 12);
19673
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19674
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19675
0
        {
19676
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19677
0
            {
19678
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19679
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19680
0
                    continue;
19681
19682
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19683
0
                if (IsItemHovered())
19684
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19685
0
                Indent();
19686
0
                char buf[128];
19687
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19688
0
                {
19689
0
                    if (rect_n >= TRT_ColumnsRect)
19690
0
                    {
19691
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19692
0
                            continue;
19693
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19694
0
                        {
19695
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19696
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19697
0
                            Selectable(buf);
19698
0
                            if (IsItemHovered())
19699
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19700
0
                        }
19701
0
                    }
19702
0
                    else
19703
0
                    {
19704
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19705
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19706
0
                        Selectable(buf);
19707
0
                        if (IsItemHovered())
19708
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19709
0
                    }
19710
0
                }
19711
0
                Unindent();
19712
0
            }
19713
0
        }
19714
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19715
19716
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19717
0
        SameLine();
19718
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19719
19720
0
        TreePop();
19721
0
    }
19722
19723
    // Windows
19724
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19725
0
    {
19726
        //SetNextItemOpen(true, ImGuiCond_Once);
19727
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19728
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19729
0
        if (TreeNode("By submission order (begin stack)"))
19730
0
        {
19731
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19732
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19733
0
            temp_buffer.resize(0);
19734
0
            for (ImGuiWindow* window : g.Windows)
19735
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19736
0
                    temp_buffer.push_back(window);
19737
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19738
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19739
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19740
0
            TreePop();
19741
0
        }
19742
19743
0
        TreePop();
19744
0
    }
19745
19746
    // DrawLists
19747
0
    int drawlist_count = 0;
19748
0
    for (ImGuiViewportP* viewport : g.Viewports)
19749
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19750
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19751
0
    {
19752
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19753
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19754
0
        for (ImGuiViewportP* viewport : g.Viewports)
19755
0
        {
19756
0
            bool viewport_has_drawlist = false;
19757
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19758
0
            {
19759
0
                if (!viewport_has_drawlist)
19760
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19761
0
                viewport_has_drawlist = true;
19762
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19763
0
            }
19764
0
        }
19765
0
        TreePop();
19766
0
    }
19767
19768
    // Viewports
19769
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19770
0
    {
19771
0
        Indent(GetTreeNodeToLabelSpacing());
19772
0
        RenderViewportsThumbnails();
19773
0
        Unindent(GetTreeNodeToLabelSpacing());
19774
19775
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19776
0
        SameLine();
19777
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19778
0
        if (open)
19779
0
        {
19780
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19781
0
            {
19782
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19783
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19784
0
                    i, mon.DpiScale * 100.0f,
19785
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19786
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19787
0
            }
19788
0
            TreePop();
19789
0
        }
19790
19791
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19792
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19793
0
        {
19794
0
            static ImVector<ImGuiViewportP*> viewports;
19795
0
            viewports.resize(g.Viewports.Size);
19796
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19797
0
            if (viewports.Size > 1)
19798
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19799
0
            for (ImGuiViewportP* viewport : viewports)
19800
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19801
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19802
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19803
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19804
0
            TreePop();
19805
0
        }
19806
0
        for (ImGuiViewportP* viewport : g.Viewports)
19807
0
            DebugNodeViewport(viewport);
19808
0
        TreePop();
19809
0
    }
19810
19811
    // Details for Popups
19812
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19813
0
    {
19814
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19815
0
        {
19816
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19817
0
            ImGuiWindow* window = popup_data.Window;
19818
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19819
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19820
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19821
0
        }
19822
0
        TreePop();
19823
0
    }
19824
19825
    // Details for TabBars
19826
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19827
0
    {
19828
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19829
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19830
0
            {
19831
0
                PushID(tab_bar);
19832
0
                DebugNodeTabBar(tab_bar, "TabBar");
19833
0
                PopID();
19834
0
            }
19835
0
        TreePop();
19836
0
    }
19837
19838
    // Details for Tables
19839
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19840
0
    {
19841
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19842
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19843
0
                DebugNodeTable(table);
19844
0
        TreePop();
19845
0
    }
19846
19847
    // Details for Fonts
19848
0
    ImFontAtlas* atlas = g.IO.Fonts;
19849
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19850
0
    {
19851
0
        ShowFontAtlas(atlas);
19852
0
        TreePop();
19853
0
    }
19854
19855
    // Details for InputText
19856
0
    if (TreeNode("InputText"))
19857
0
    {
19858
0
        DebugNodeInputTextState(&g.InputTextState);
19859
0
        TreePop();
19860
0
    }
19861
19862
    // Details for TypingSelect
19863
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19864
0
    {
19865
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19866
0
        TreePop();
19867
0
    }
19868
19869
    // Details for Docking
19870
0
#ifdef IMGUI_HAS_DOCK
19871
0
    if (TreeNode("Docking"))
19872
0
    {
19873
0
        static bool root_nodes_only = true;
19874
0
        ImGuiDockContext* dc = &g.DockContext;
19875
0
        Checkbox("List root nodes", &root_nodes_only);
19876
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19877
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19878
0
        SameLine();
19879
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19880
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19881
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19882
0
                if (!root_nodes_only || node->IsRootNode())
19883
0
                    DebugNodeDockNode(node, "Node");
19884
0
        TreePop();
19885
0
    }
19886
0
#endif // #ifdef IMGUI_HAS_DOCK
19887
19888
    // Settings
19889
0
    if (TreeNode("Settings"))
19890
0
    {
19891
0
        if (SmallButton("Clear"))
19892
0
            ClearIniSettings();
19893
0
        SameLine();
19894
0
        if (SmallButton("Save to memory"))
19895
0
            SaveIniSettingsToMemory();
19896
0
        SameLine();
19897
0
        if (SmallButton("Save to disk"))
19898
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19899
0
        SameLine();
19900
0
        if (g.IO.IniFilename)
19901
0
            Text("\"%s\"", g.IO.IniFilename);
19902
0
        else
19903
0
            TextUnformatted("<NULL>");
19904
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19905
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19906
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19907
0
        {
19908
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19909
0
                BulletText("\"%s\"", handler.TypeName);
19910
0
            TreePop();
19911
0
        }
19912
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19913
0
        {
19914
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19915
0
                DebugNodeWindowSettings(settings);
19916
0
            TreePop();
19917
0
        }
19918
19919
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19920
0
        {
19921
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19922
0
                DebugNodeTableSettings(settings);
19923
0
            TreePop();
19924
0
        }
19925
19926
0
#ifdef IMGUI_HAS_DOCK
19927
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19928
0
        {
19929
0
            ImGuiDockContext* dc = &g.DockContext;
19930
0
            Text("In SettingsWindows:");
19931
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19932
0
                if (settings->DockId != 0)
19933
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19934
0
            Text("In SettingsNodes:");
19935
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19936
0
            {
19937
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19938
0
                const char* selected_tab_name = NULL;
19939
0
                if (settings->SelectedTabId)
19940
0
                {
19941
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19942
0
                        selected_tab_name = window->Name;
19943
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19944
0
                        selected_tab_name = window_settings->GetName();
19945
0
                }
19946
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19947
0
            }
19948
0
            TreePop();
19949
0
        }
19950
0
#endif // #ifdef IMGUI_HAS_DOCK
19951
19952
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19953
0
        {
19954
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19955
0
            TreePop();
19956
0
        }
19957
0
        TreePop();
19958
0
    }
19959
19960
    // Settings
19961
0
    if (TreeNode("Memory allocations"))
19962
0
    {
19963
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19964
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19965
0
        Text("Recent frames with allocations:");
19966
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19967
0
        for (int n = buf_size - 1; n >= 0; n--)
19968
0
        {
19969
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19970
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19971
0
        }
19972
0
        TreePop();
19973
0
    }
19974
19975
0
    if (TreeNode("Inputs"))
19976
0
    {
19977
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19978
0
        {
19979
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19980
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19981
0
            Indent();
19982
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19983
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19984
#else
19985
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19986
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19987
#endif
19988
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19989
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19990
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19991
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19992
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19993
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19994
0
            Unindent();
19995
0
        }
19996
19997
0
        Text("MOUSE STATE");
19998
0
        {
19999
0
            Indent();
20000
0
            if (IsMousePosValid())
20001
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
20002
0
            else
20003
0
                Text("Mouse pos: <INVALID>");
20004
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
20005
0
            int count = IM_ARRAYSIZE(io.MouseDown);
20006
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
20007
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
20008
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
20009
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
20010
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
20011
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
20012
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
20013
0
            Unindent();
20014
0
        }
20015
20016
0
        Text("MOUSE WHEELING");
20017
0
        {
20018
0
            Indent();
20019
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
20020
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
20021
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
20022
0
            Unindent();
20023
0
        }
20024
20025
0
        Text("KEY OWNERS");
20026
0
        {
20027
0
            Indent();
20028
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20029
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20030
0
                {
20031
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
20032
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20033
0
                        continue;
20034
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20035
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20036
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20037
0
                }
20038
0
            EndChild();
20039
0
            Unindent();
20040
0
        }
20041
0
        Text("SHORTCUT ROUTING");
20042
0
        {
20043
0
            Indent();
20044
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20045
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20046
0
                {
20047
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20048
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20049
0
                    {
20050
0
                        char key_chord_name[64];
20051
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20052
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
20053
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
20054
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20055
0
                        idx = routing_data->NextEntryIndex;
20056
0
                    }
20057
0
                }
20058
0
            EndChild();
20059
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20060
0
            Unindent();
20061
0
        }
20062
0
        TreePop();
20063
0
    }
20064
20065
0
    if (TreeNode("Internal state"))
20066
0
    {
20067
0
        Text("WINDOWING");
20068
0
        Indent();
20069
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20070
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20071
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20072
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20073
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20074
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20075
0
        Unindent();
20076
20077
0
        Text("ITEMS");
20078
0
        Indent();
20079
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20080
0
        DebugLocateItemOnHover(g.ActiveId);
20081
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20082
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20083
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20084
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20085
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20086
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20087
0
        Unindent();
20088
20089
0
        Text("NAV,FOCUS");
20090
0
        Indent();
20091
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20092
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20093
0
        DebugLocateItemOnHover(g.NavId);
20094
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20095
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20096
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20097
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20098
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20099
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20100
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20101
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20102
0
        Unindent();
20103
20104
0
        TreePop();
20105
0
    }
20106
20107
    // Overlay: Display windows Rectangles and Begin Order
20108
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20109
0
    {
20110
0
        for (ImGuiWindow* window : g.Windows)
20111
0
        {
20112
0
            if (!window->WasActive)
20113
0
                continue;
20114
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20115
0
            if (cfg->ShowWindowsRects)
20116
0
            {
20117
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20118
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20119
0
            }
20120
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20121
0
            {
20122
0
                char buf[32];
20123
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20124
0
                float font_size = GetFontSize();
20125
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20126
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20127
0
            }
20128
0
        }
20129
0
    }
20130
20131
    // Overlay: Display Tables Rectangles
20132
0
    if (cfg->ShowTablesRects)
20133
0
    {
20134
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20135
0
        {
20136
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20137
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20138
0
                continue;
20139
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20140
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20141
0
            {
20142
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20143
0
                {
20144
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20145
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20146
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20147
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20148
0
                }
20149
0
            }
20150
0
            else
20151
0
            {
20152
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20153
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20154
0
            }
20155
0
        }
20156
0
    }
20157
20158
0
#ifdef IMGUI_HAS_DOCK
20159
    // Overlay: Display Docking info
20160
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20161
0
    {
20162
0
        char buf[64] = "";
20163
0
        char* p = buf;
20164
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20165
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20166
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20167
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20168
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20169
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20170
0
        int depth = DockNodeGetDepth(node);
20171
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20172
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20173
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20174
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20175
0
    }
20176
0
#endif // #ifdef IMGUI_HAS_DOCK
20177
20178
0
    End();
20179
0
}
20180
20181
// [DEBUG] Display contents of Columns
20182
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20183
0
{
20184
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20185
0
        return;
20186
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20187
0
    for (ImGuiOldColumnData& column : columns->Columns)
20188
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20189
0
    TreePop();
20190
0
}
20191
20192
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20193
0
{
20194
0
    using namespace ImGui;
20195
0
    PushID(label);
20196
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20197
0
    Text("%s:", label);
20198
0
    if (!enabled)
20199
0
        BeginDisabled();
20200
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20201
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20202
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20203
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20204
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20205
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20206
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20207
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20208
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20209
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20210
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20211
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20212
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20213
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20214
0
    if (!enabled)
20215
0
        EndDisabled();
20216
0
    PopStyleVar();
20217
0
    PopID();
20218
0
}
20219
20220
// [DEBUG] Display contents of ImDockNode
20221
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20222
0
{
20223
0
    ImGuiContext& g = *GImGui;
20224
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20225
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20226
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20227
0
    bool open;
20228
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20229
0
    if (node->Windows.Size > 0)
20230
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20231
0
    else
20232
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20233
0
    if (!is_alive) { PopStyleColor(); }
20234
0
    if (is_active && IsItemHovered())
20235
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20236
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20237
0
    if (open)
20238
0
    {
20239
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20240
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20241
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20242
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20243
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20244
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20245
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20246
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20247
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20248
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20249
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20250
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20251
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20252
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20253
0
        {
20254
0
            if (BeginTable("flags", 4))
20255
0
            {
20256
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20257
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20258
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20259
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20260
0
                EndTable();
20261
0
            }
20262
0
            TreePop();
20263
0
        }
20264
0
        if (node->ParentNode)
20265
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20266
0
        if (node->ChildNodes[0])
20267
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20268
0
        if (node->ChildNodes[1])
20269
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20270
0
        if (node->TabBar)
20271
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20272
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20273
20274
0
        TreePop();
20275
0
    }
20276
0
}
20277
20278
// [DEBUG] Display contents of ImDrawList
20279
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20280
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20281
0
{
20282
0
    ImGuiContext& g = *GImGui;
20283
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20284
0
    int cmd_count = draw_list->CmdBuffer.Size;
20285
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20286
0
        cmd_count--;
20287
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20288
0
    if (draw_list == GetWindowDrawList())
20289
0
    {
20290
0
        SameLine();
20291
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20292
0
        if (node_open)
20293
0
            TreePop();
20294
0
        return;
20295
0
    }
20296
20297
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20298
0
    if (window && IsItemHovered() && fg_draw_list)
20299
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20300
0
    if (!node_open)
20301
0
        return;
20302
20303
0
    if (window && !window->WasActive)
20304
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20305
20306
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20307
0
    {
20308
0
        if (pcmd->UserCallback)
20309
0
        {
20310
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20311
0
            continue;
20312
0
        }
20313
20314
0
        char buf[300];
20315
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20316
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20317
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20318
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20319
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20320
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20321
0
        if (!pcmd_node_open)
20322
0
            continue;
20323
20324
        // Calculate approximate coverage area (touched pixel count)
20325
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20326
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20327
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20328
0
        float total_area = 0.0f;
20329
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20330
0
        {
20331
0
            ImVec2 triangle[3];
20332
0
            for (int n = 0; n < 3; n++, idx_n++)
20333
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20334
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20335
0
        }
20336
20337
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20338
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20339
0
        Selectable(buf);
20340
0
        if (IsItemHovered() && fg_draw_list)
20341
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20342
20343
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20344
0
        ImGuiListClipper clipper;
20345
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20346
0
        while (clipper.Step())
20347
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20348
0
            {
20349
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20350
0
                ImVec2 triangle[3];
20351
0
                for (int n = 0; n < 3; n++, idx_i++)
20352
0
                {
20353
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20354
0
                    triangle[n] = v.pos;
20355
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20356
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20357
0
                }
20358
20359
0
                Selectable(buf, false);
20360
0
                if (fg_draw_list && IsItemHovered())
20361
0
                {
20362
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20363
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20364
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20365
0
                    fg_draw_list->Flags = backup_flags;
20366
0
                }
20367
0
            }
20368
0
        TreePop();
20369
0
    }
20370
0
    TreePop();
20371
0
}
20372
20373
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20374
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20375
0
{
20376
0
    IM_ASSERT(show_mesh || show_aabb);
20377
20378
    // Draw wire-frame version of all triangles
20379
0
    ImRect clip_rect = draw_cmd->ClipRect;
20380
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20381
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20382
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20383
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20384
0
    {
20385
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20386
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20387
20388
0
        ImVec2 triangle[3];
20389
0
        for (int n = 0; n < 3; n++, idx_n++)
20390
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20391
0
        if (show_mesh)
20392
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20393
0
    }
20394
    // Draw bounding boxes
20395
0
    if (show_aabb)
20396
0
    {
20397
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20398
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20399
0
    }
20400
0
    out_draw_list->Flags = backup_flags;
20401
0
}
20402
20403
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20404
void ImGui::DebugNodeFont(ImFont* font)
20405
0
{
20406
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20407
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20408
0
    SameLine();
20409
0
    if (SmallButton("Set as default"))
20410
0
        GetIO().FontDefault = font;
20411
0
    if (!opened)
20412
0
        return;
20413
20414
    // Display preview text
20415
0
    PushFont(font);
20416
0
    Text("The quick brown fox jumps over the lazy dog");
20417
0
    PopFont();
20418
20419
    // Display details
20420
0
    SetNextItemWidth(GetFontSize() * 8);
20421
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20422
0
    SameLine(); MetricsHelpMarker(
20423
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20424
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20425
0
        "You may oversample them to get some flexibility with scaling. "
20426
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20427
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20428
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20429
0
    char c_str[5];
20430
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20431
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20432
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20433
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20434
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20435
0
        if (font->ConfigData)
20436
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20437
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20438
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20439
20440
    // Display all glyphs of the fonts in separate pages of 256 characters
20441
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20442
0
    {
20443
0
        ImDrawList* draw_list = GetWindowDrawList();
20444
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20445
0
        const float cell_size = font->FontSize * 1;
20446
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20447
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20448
0
        {
20449
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20450
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20451
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20452
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20453
0
            {
20454
0
                base += 4096 - 256;
20455
0
                continue;
20456
0
            }
20457
20458
0
            int count = 0;
20459
0
            for (unsigned int n = 0; n < 256; n++)
20460
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20461
0
                    count++;
20462
0
            if (count <= 0)
20463
0
                continue;
20464
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20465
0
                continue;
20466
20467
            // Draw a 16x16 grid of glyphs
20468
0
            ImVec2 base_pos = GetCursorScreenPos();
20469
0
            for (unsigned int n = 0; n < 256; n++)
20470
0
            {
20471
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20472
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20473
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20474
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20475
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20476
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20477
0
                if (!glyph)
20478
0
                    continue;
20479
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20480
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20481
0
                {
20482
0
                    DebugNodeFontGlyph(font, glyph);
20483
0
                    EndTooltip();
20484
0
                }
20485
0
            }
20486
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20487
0
            TreePop();
20488
0
        }
20489
0
        TreePop();
20490
0
    }
20491
0
    TreePop();
20492
0
}
20493
20494
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20495
0
{
20496
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20497
0
    Separator();
20498
0
    Text("Visible: %d", glyph->Visible);
20499
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20500
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20501
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20502
0
}
20503
20504
// [DEBUG] Display contents of ImGuiStorage
20505
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20506
0
{
20507
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20508
0
        return;
20509
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20510
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20511
0
    TreePop();
20512
0
}
20513
20514
// [DEBUG] Display contents of ImGuiTabBar
20515
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20516
0
{
20517
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20518
0
    char buf[256];
20519
0
    char* p = buf;
20520
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20521
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20522
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20523
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20524
0
    {
20525
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20526
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20527
0
    }
20528
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20529
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20530
0
    bool open = TreeNode(label, "%s", buf);
20531
0
    if (!is_active) { PopStyleColor(); }
20532
0
    if (is_active && IsItemHovered())
20533
0
    {
20534
0
        ImDrawList* draw_list = GetForegroundDrawList();
20535
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20536
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20537
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20538
0
    }
20539
0
    if (open)
20540
0
    {
20541
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20542
0
        {
20543
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20544
0
            PushID(tab);
20545
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20546
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20547
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20548
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20549
0
            PopID();
20550
0
        }
20551
0
        TreePop();
20552
0
    }
20553
0
}
20554
20555
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20556
0
{
20557
0
    SetNextItemOpen(true, ImGuiCond_Once);
20558
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20559
0
    {
20560
0
        ImGuiWindowFlags flags = viewport->Flags;
20561
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20562
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20563
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20564
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20565
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20566
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20567
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20568
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20569
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20570
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20571
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20572
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20573
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20574
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20575
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20576
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20577
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20578
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20579
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20580
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20581
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20582
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20583
0
        TreePop();
20584
0
    }
20585
0
}
20586
20587
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20588
0
{
20589
0
    if (window == NULL)
20590
0
    {
20591
0
        BulletText("%s: NULL", label);
20592
0
        return;
20593
0
    }
20594
20595
0
    ImGuiContext& g = *GImGui;
20596
0
    const bool is_active = window->WasActive;
20597
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20598
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20599
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20600
0
    if (!is_active) { PopStyleColor(); }
20601
0
    if (IsItemHovered() && is_active)
20602
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20603
0
    if (!open)
20604
0
        return;
20605
20606
0
    if (window->MemoryCompacted)
20607
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20608
20609
0
    ImGuiWindowFlags flags = window->Flags;
20610
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20611
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20612
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20613
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20614
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20615
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20616
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20617
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20618
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20619
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20620
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20621
0
    {
20622
0
        ImRect r = window->NavRectRel[layer];
20623
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20624
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20625
0
        else
20626
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20627
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20628
0
    }
20629
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20630
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20631
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20632
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20633
20634
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20635
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20636
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20637
0
    if (window->DockNode || window->DockNodeAsHost)
20638
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20639
20640
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20641
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20642
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20643
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20644
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20645
0
    {
20646
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20647
0
            DebugNodeColumns(&columns);
20648
0
        TreePop();
20649
0
    }
20650
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20651
0
    TreePop();
20652
0
}
20653
20654
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20655
0
{
20656
0
    if (settings->WantDelete)
20657
0
        BeginDisabled();
20658
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20659
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20660
0
    if (settings->WantDelete)
20661
0
        EndDisabled();
20662
0
}
20663
20664
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20665
0
{
20666
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20667
0
        return;
20668
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20669
0
    {
20670
0
        PushID((*windows)[i]);
20671
0
        DebugNodeWindow((*windows)[i], "Window");
20672
0
        PopID();
20673
0
    }
20674
0
    TreePop();
20675
0
}
20676
20677
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20678
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20679
0
{
20680
0
    for (int i = 0; i < windows_size; i++)
20681
0
    {
20682
0
        ImGuiWindow* window = windows[i];
20683
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20684
0
            continue;
20685
0
        char buf[20];
20686
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20687
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20688
0
        DebugNodeWindow(window, buf);
20689
0
        Indent();
20690
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20691
0
        Unindent();
20692
0
    }
20693
0
}
20694
20695
//-----------------------------------------------------------------------------
20696
// [SECTION] DEBUG LOG WINDOW
20697
//-----------------------------------------------------------------------------
20698
20699
void ImGui::DebugLog(const char* fmt, ...)
20700
0
{
20701
0
    va_list args;
20702
0
    va_start(args, fmt);
20703
0
    DebugLogV(fmt, args);
20704
0
    va_end(args);
20705
0
}
20706
20707
void ImGui::DebugLogV(const char* fmt, va_list args)
20708
0
{
20709
0
    ImGuiContext& g = *GImGui;
20710
0
    const int old_size = g.DebugLogBuf.size();
20711
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20712
0
    g.DebugLogBuf.appendfv(fmt, args);
20713
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20714
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20715
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20716
#ifdef IMGUI_ENABLE_TEST_ENGINE
20717
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20718
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20719
#endif
20720
0
}
20721
20722
void ImGui::ShowDebugLogWindow(bool* p_open)
20723
0
{
20724
0
    ImGuiContext& g = *GImGui;
20725
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20726
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20727
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20728
0
    {
20729
0
        End();
20730
0
        return;
20731
0
    }
20732
20733
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20734
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20735
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20736
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20737
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20738
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20739
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20740
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20741
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20742
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20743
20744
0
    if (SmallButton("Clear"))
20745
0
    {
20746
0
        g.DebugLogBuf.clear();
20747
0
        g.DebugLogIndex.clear();
20748
0
    }
20749
0
    SameLine();
20750
0
    if (SmallButton("Copy"))
20751
0
        SetClipboardText(g.DebugLogBuf.c_str());
20752
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20753
20754
0
    ImGuiListClipper clipper;
20755
0
    clipper.Begin(g.DebugLogIndex.size());
20756
0
    while (clipper.Step())
20757
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20758
0
        {
20759
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20760
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20761
0
            TextUnformatted(line_begin, line_end);
20762
0
            ImRect text_rect = g.LastItemData.Rect;
20763
0
            if (IsItemHovered())
20764
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20765
0
                {
20766
0
                    ImGuiID id = 0;
20767
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20768
0
                        continue;
20769
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20770
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20771
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20772
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20773
0
                        DebugLocateItemOnHover(id);
20774
0
                    p += 10;
20775
0
                }
20776
0
        }
20777
0
    if (GetScrollY() >= GetScrollMaxY())
20778
0
        SetScrollHereY(1.0f);
20779
0
    EndChild();
20780
20781
0
    End();
20782
0
}
20783
20784
//-----------------------------------------------------------------------------
20785
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20786
//-----------------------------------------------------------------------------
20787
20788
// Draw a small cross at current CursorPos in current window's DrawList
20789
void ImGui::DebugDrawCursorPos(ImU32 col)
20790
0
{
20791
0
    ImGuiContext& g = *GImGui;
20792
0
    ImGuiWindow* window = g.CurrentWindow;
20793
0
    ImVec2 pos = window->DC.CursorPos;
20794
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20795
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20796
0
}
20797
20798
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20799
void ImGui::DebugDrawLineExtents(ImU32 col)
20800
0
{
20801
0
    ImGuiContext& g = *GImGui;
20802
0
    ImGuiWindow* window = g.CurrentWindow;
20803
0
    float curr_x = window->DC.CursorPos.x;
20804
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20805
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20806
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20807
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20808
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20809
0
}
20810
20811
// Draw last item rect in ForegroundDrawList (so it is always visible)
20812
void ImGui::DebugDrawItemRect(ImU32 col)
20813
0
{
20814
0
    ImGuiContext& g = *GImGui;
20815
0
    ImGuiWindow* window = g.CurrentWindow;
20816
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20817
0
}
20818
20819
// [DEBUG] Locate item position/rectangle given an ID.
20820
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20821
20822
void ImGui::DebugLocateItem(ImGuiID target_id)
20823
0
{
20824
0
    ImGuiContext& g = *GImGui;
20825
0
    g.DebugLocateId = target_id;
20826
0
    g.DebugLocateFrames = 2;
20827
0
}
20828
20829
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20830
0
{
20831
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20832
0
        return;
20833
0
    ImGuiContext& g = *GImGui;
20834
0
    DebugLocateItem(target_id);
20835
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20836
0
}
20837
20838
void ImGui::DebugLocateItemResolveWithLastItem()
20839
0
{
20840
0
    ImGuiContext& g = *GImGui;
20841
0
    ImGuiLastItemData item_data = g.LastItemData;
20842
0
    g.DebugLocateId = 0;
20843
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20844
0
    ImRect r = item_data.Rect;
20845
0
    r.Expand(3.0f);
20846
0
    ImVec2 p1 = g.IO.MousePos;
20847
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20848
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20849
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20850
0
}
20851
20852
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20853
void ImGui::UpdateDebugToolItemPicker()
20854
55.0k
{
20855
55.0k
    ImGuiContext& g = *GImGui;
20856
55.0k
    g.DebugItemPickerBreakId = 0;
20857
55.0k
    if (!g.DebugItemPickerActive)
20858
55.0k
        return;
20859
20860
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20861
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20862
0
    if (IsKeyPressed(ImGuiKey_Escape))
20863
0
        g.DebugItemPickerActive = false;
20864
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20865
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20866
0
    {
20867
0
        g.DebugItemPickerBreakId = hovered_id;
20868
0
        g.DebugItemPickerActive = false;
20869
0
    }
20870
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20871
0
        if (change_mapping && IsMouseClicked(mouse_button))
20872
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20873
0
    SetNextWindowBgAlpha(0.70f);
20874
0
    if (!BeginTooltip())
20875
0
        return;
20876
0
    Text("HoveredId: 0x%08X", hovered_id);
20877
0
    Text("Press ESC to abort picking.");
20878
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20879
0
    if (change_mapping)
20880
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20881
0
    else
20882
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20883
0
    EndTooltip();
20884
0
}
20885
20886
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20887
void ImGui::UpdateDebugToolStackQueries()
20888
55.0k
{
20889
55.0k
    ImGuiContext& g = *GImGui;
20890
55.0k
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20891
20892
    // Clear hook when id stack tool is not visible
20893
55.0k
    g.DebugHookIdInfo = 0;
20894
55.0k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20895
55.0k
        return;
20896
20897
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20898
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20899
4
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20900
4
    if (tool->QueryId != query_id)
20901
0
    {
20902
0
        tool->QueryId = query_id;
20903
0
        tool->StackLevel = -1;
20904
0
        tool->Results.resize(0);
20905
0
    }
20906
4
    if (query_id == 0)
20907
4
        return;
20908
20909
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20910
0
    int stack_level = tool->StackLevel;
20911
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20912
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20913
0
            tool->StackLevel++;
20914
20915
    // Update hook
20916
0
    stack_level = tool->StackLevel;
20917
0
    if (stack_level == -1)
20918
0
        g.DebugHookIdInfo = query_id;
20919
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20920
0
    {
20921
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20922
0
        tool->Results[stack_level].QueryFrameCount++;
20923
0
    }
20924
0
}
20925
20926
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20927
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20928
0
{
20929
0
    ImGuiContext& g = *GImGui;
20930
0
    ImGuiWindow* window = g.CurrentWindow;
20931
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20932
20933
    // Step 0: stack query
20934
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20935
0
    if (tool->StackLevel == -1)
20936
0
    {
20937
0
        tool->StackLevel++;
20938
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20939
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20940
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20941
0
        return;
20942
0
    }
20943
20944
    // Step 1+: query for individual level
20945
0
    IM_ASSERT(tool->StackLevel >= 0);
20946
0
    if (tool->StackLevel != window->IDStack.Size)
20947
0
        return;
20948
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20949
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20950
20951
0
    switch (data_type)
20952
0
    {
20953
0
    case ImGuiDataType_S32:
20954
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20955
0
        break;
20956
0
    case ImGuiDataType_String:
20957
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20958
0
        break;
20959
0
    case ImGuiDataType_Pointer:
20960
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20961
0
        break;
20962
0
    case ImGuiDataType_ID:
20963
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20964
0
            return;
20965
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20966
0
        break;
20967
0
    default:
20968
0
        IM_ASSERT(0);
20969
0
    }
20970
0
    info->QuerySuccess = true;
20971
0
    info->DataType = data_type;
20972
0
}
20973
20974
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20975
0
{
20976
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20977
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20978
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20979
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20980
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20981
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20982
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20983
0
        return (*buf = 0);
20984
#ifdef IMGUI_ENABLE_TEST_ENGINE
20985
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20986
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20987
#endif
20988
0
    return ImFormatString(buf, buf_size, "???");
20989
0
}
20990
20991
// ID Stack Tool: Display UI
20992
void ImGui::ShowIDStackToolWindow(bool* p_open)
20993
0
{
20994
0
    ImGuiContext& g = *GImGui;
20995
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20996
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20997
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20998
0
    {
20999
0
        End();
21000
0
        return;
21001
0
    }
21002
21003
    // Display hovered/active status
21004
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21005
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21006
0
    const ImGuiID active_id = g.ActiveId;
21007
#ifdef IMGUI_ENABLE_TEST_ENGINE
21008
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
21009
#else
21010
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
21011
0
#endif
21012
0
    SameLine();
21013
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
21014
21015
    // CTRL+C to copy path
21016
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
21017
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
21018
0
    SameLine();
21019
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
21020
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
21021
0
    {
21022
0
        tool->CopyToClipboardLastTime = (float)g.Time;
21023
0
        char* p = g.TempBuffer.Data;
21024
0
        char* p_end = p + g.TempBuffer.Size;
21025
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
21026
0
        {
21027
0
            *p++ = '/';
21028
0
            char level_desc[256];
21029
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
21030
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
21031
0
            {
21032
0
                if (level_desc[n] == '/')
21033
0
                    *p++ = '\\';
21034
0
                *p++ = level_desc[n];
21035
0
            }
21036
0
        }
21037
0
        *p = '\0';
21038
0
        SetClipboardText(g.TempBuffer.Data);
21039
0
    }
21040
21041
    // Display decorated stack
21042
0
    tool->LastActiveFrame = g.FrameCount;
21043
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21044
0
    {
21045
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21046
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21047
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21048
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21049
0
        TableHeadersRow();
21050
0
        for (int n = 0; n < tool->Results.Size; n++)
21051
0
        {
21052
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21053
0
            TableNextColumn();
21054
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21055
0
            TableNextColumn();
21056
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21057
0
            TextUnformatted(g.TempBuffer.Data);
21058
0
            TableNextColumn();
21059
0
            Text("0x%08X", info->ID);
21060
0
            if (n == tool->Results.Size - 1)
21061
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21062
0
        }
21063
0
        EndTable();
21064
0
    }
21065
0
    End();
21066
0
}
21067
21068
#else
21069
21070
void ImGui::ShowMetricsWindow(bool*) {}
21071
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21072
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21073
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21074
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21075
void ImGui::DebugNodeFont(ImFont*) {}
21076
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21077
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21078
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21079
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21080
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21081
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21082
21083
void ImGui::DebugLog(const char*, ...) {}
21084
void ImGui::DebugLogV(const char*, va_list) {}
21085
void ImGui::ShowDebugLogWindow(bool*) {}
21086
void ImGui::ShowIDStackToolWindow(bool*) {}
21087
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21088
void ImGui::UpdateDebugToolItemPicker() {}
21089
void ImGui::UpdateDebugToolStackQueries() {}
21090
void ImGui::UpdateDebugToolFlashStyleColor() {}
21091
21092
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21093
21094
//-----------------------------------------------------------------------------
21095
21096
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21097
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21098
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21099
#include "imgui_user.inl"
21100
#endif
21101
21102
//-----------------------------------------------------------------------------
21103
21104
#endif // #ifndef IMGUI_DISABLE